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imp_fireball
2009-12-12, 05:04 PM
EDIT: Oh no, everything got deleted! Just kidding, it's all in the spoilers below.

Imp_fireball

Mcninja Inspired Templates

Paul Bunyan's Disease

PBD is a magical disease that forces the victim to spontaneously transform into Paul Bunyan for 1d4 hours per day, at a time of day of the GM's choosing (may vary from day to day).

Infection: Uknown (GM discretion)
Incubation: Uknown (GM discretion)
Symptoms: Maple Syrup flavored vomit. Tendency to transform into a giant resembling Paul Bunyan

Transforming into Paul Bunyan gives the victim the following template -

- Size is now Gargantuan
- +24 STR, change out HD for 8d6 levels of giant
- Proficiency with lumber jack axe (1d6 slashing/bludgeoning, 20/x2, weapon-like weapon (-2 penalty for attacking creatures, instead of -4), can be wielded in one hand or two hands interchangeably, and typically made to bypass at least 2 hardness (soft wood) or up to 5 hardness (hard wood) automatically)
- Base speed does not change, but since the victim is most likely much larger, the spaces they occupy are more and thus their speed is naturally increased anyway.

- Victim acquires a lumber jack axe and stereotypical clothes (checkered sweater, jeans, woolen hat, and heavy work boots), which spontaneously jump into existence and are held and worn by the victim, respectively. All other items held or worn by the victim meld into the victim, only to reappear again once the victim is cured of this disease.

- Victim no longer recognizes allies or enemies. Intelligence shifts to 2. Victim can still speak.

- Victim grows a beard that cannot be removed. If it is removed by mundane means, it immediately grows back. Removing the beard with a special permanent hair removal cream is the only scientifically prescribed method of immediately curing the victim and allowing them to revert back to their original form. Of course, this potent cream also denies the victim of ever actually growing hair in the affected area.

- A collossal Blue Furred Ox may or may not appear within 1000ft. of the giant (at GM discretion). The Ox is essentially a regular ox but with stats adjusted to treat it as if it were collossal sized.

Mechanical: The beard is the shape shifted giant's source of power. The disease that shifts the victim into the form of a Giant cannot be cured by the spells Remove Disease, Lesser Restoration, etc. Only a spell such as Wish or Greater Restoration can cure the victim. Special permanent hair removal creme might work as well, at GM discretion.

Encounter behavior - Paul Bunyan will typically go into a rage, attacking everything nearest him or wandering off in spontaneuity, searching for trees to cut down.


Robot Template and Futurama Subtypes
Circuited Robot (Template)

- An circuited robot is a construct that has been made animate by means of technology and science (mainly electrical current and microchips) rather than magic, psionics, or some other supernatural force.

- Electricity Vulnerability: All robots take 50% more damage when suffering electrical damage.

- Electricity that would normally do non-lethal damage to humans instead gives robots a 'buzz'. Some robots typically consume electricity at varying currents and voltages to give them different buzzes, which disorient their core processing circuits and replicate the feelings of 'being high' in humans that consume certain chemical drugs.

- A robot can be of any size or shape. It may have any type of weapon or utility to assist it. Robots can typically modify themselves, swapping out mundane utilities or be modified by others. Swapping out weapons or 'hard wired' features that can modify mental aspects of the robot (such as a computer chip as opposed to an oven light or garborator) typically take much longer.

- Most robots can move their limbs without being connected to the actual body, however these limbs rely on sight from parts of the body that house the robot's visual components (ie. the head for bipeds like Bender). For a robot, moving a limb separated from them is a bit like directing an RC unit with precision control over its every action right down to the individual nerve on an arm or moving a mouse on a computer screen in 3-dimensions.

Mechanically, limbs can usually move at about half the rate of the main body, provided its locomotion were still attached - however, they do not have line of sight, unless the limb in question contains the robot's visual components (or if the robot has visual components that all relate to the same line of sight on different limbs). If a robot's limb is within the same robot's line of sight, the limb is not flatfooted unless that robot is also flatfooted. It uses the robot's line of sight to see, and only sees what the robot can see - it is considered blind to what it cannot see.


Neanderthal Human Racial Subtype

Neanderthals are a racial subtype of humans only.

In addition to human traits, Neanderthals have the following:

- -6 Int, -4 Dex, +2 Con, +4 Str

Compared to Homo Sapiens, Neanderthals are incredibly strong and hardy, able to survive in adverse conditions despite very limited technology, but are very undeveloped in learning capability or limb mobility range. Like Homo Sapiens, they can travel for extended periods without death from exhaustion and in fact have even better breathing apparatus, allowing for greater exertion. Their legs and shoulders are highly developed for remarkable power and their fore legs are shorter and thicker for greater impact resilience.

- Neanderthals can ignore up to 20ft. of falling damage by jumping down on a DC 15 jump check, instead of just 10ft. Ignoring 10ft. of falling damage through jumping down is now a DC 8 jump check.

- Crusher: Neanderthals treat unarmed damage as being one die size higher than that of a creature appropriate to their size (ie. 1d3 becomes 1d4). Any affect, such as that of a feat, class feature, increase in size category (etc.), improves the damage die by the amount it would normally improve it for a creature of their size - so if, ie., improved unarmed strike allows a 1d3 unarmed strike to do 1d6 lethal damage, it now allows a 1d4 unarmed strike to do 1d8 lethal damage.

Finally, Neanderthals, assuming they can use both hands or their teeth have a +2 to the DC to immediately break objects two size categories smaller than them through sheer strength.

- Ancestral Memory: Neanderthals must struggle incredibly to grasp even basic notions that are new or different. Depending on what those in their immediate family (clan) have learned in the past, they can acquire more common information quite rapidly with very little study or practice. If they invest ranks into skills that previous generations of their clan have invested ranks in, they acquire as much as a +2 racial bonus to those skills and the skills automatically become class skills for said neanderthal human.

NOTE: Players that wish to take advantage of 'Ancestral Memory' should provide some details of past closely related ancestors in their character's background.

- Automatic Languages (instead of those granted by humans that are not of the sub-race): Tribal Sign Language and Common (limited)

Neanderthals have strong vocal limitations, meaning they can only communicate simple instructions through common; even complete sentences are very difficult and may require a sense motive or wisdom check to discern more complex speech or Int check to identify more lengthy speech at GM discretion. This applies to any other spoken language as well. Note that there are also different forms of sign language that can exist in a given setting, and so a Neanderthal's may differ from tribe to tribe - hence, they are allowed to choose only one and treat it as their automatic language instead of the standard automatic language for humans (common).

- Depending on the setting, a neanderthal may or may not begin without literacy. Illiteracy shouldn't be assumed, as it can apply to any creature who's society is affectively stone age. A neanderthal who is also a barbarian is unaffected by such a class's illiteracy feature (unless the setting were to declare them normally literate).


Character Stat Blocks

Homer Simpson (http://www.giantitp.com/forums/showpost.php?p=7726452&postcount=76)

Cartman (http://www.giantitp.com/forums/showpost.php?p=7726444&postcount=75)

Zapp Brannigan (http://www.giantitp.com/forums/showpost.php?p=7726433&postcount=74)

Bender (http://www.giantitp.com/forums/showpost.php?p=7726415&postcount=73)

Jamaican Potato Man (http://www.giantitp.com/forums/showpost.php?p=7726402&postcount=72)

Leela (http://www.giantitp.com/forums/showpost.php?p=7726394&postcount=71)

Phillip J. Fry (http://www.giantitp.com/forums/showpost.php?p=7726373&postcount=70)

Zoidberg (http://www.giantitp.com/forums/showpost.php?p=7726360&postcount=69)

Zoithulhu (http://www.giantitp.com/forums/showpost.php?p=7726345&postcount=68)

Nibbler (http://www.giantitp.com/forums/showpost.php?p=7726311&postcount=67)

Hypno Toad (http://www.giantitp.com/forums/showpost.php?p=7726293&postcount=66)

Destructor (http://www.giantitp.com/forums/showpost.php?p=7726277&postcount=65)

Hedonism Bot (http://www.giantitp.com/forums/showpost.php?p=7726262&postcount=64)

Dr. Mcninja (http://www.giantitp.com/forums/showpost.php?p=7726246&postcount=63)

Grizzly Bear-bot (http://www.giantitp.com/forums/showpost.php?p=7726218&postcount=2)

Dark Smoke Puncher (http://www.giantitp.com/forums/showpost.php?p=7726203&postcount=1)

Ghost Wizard (http://www.giantitp.com/forums/showpost.php?p=7726140&postcount=62)

Gordito (http://www.giantitp.com/forums/showpost.php?p=7766589&postcount=81)

Dan Mcninja (http://www.giantitp.com/forums/showpost.php?p=7773824&postcount=85)

Roger the Alien (http://www.giantitp.com/forums/showpost.php?p=8705243&postcount=86)

Future Cyborg Stan Smith (http://www.giantitp.com/forums/showpost.php?p=8705249&postcount=87)

Stan Smith (http://www.giantitp.com/forums/showpost.php?p=8708893&postcount=90)

Klaus (http://www.giantitp.com/forums/showpost.php?p=8708945&postcount=91)

Mr. Butlertron (http://www.giantitp.com/forums/showpost.php?p=8907829&postcount=93)

Kick Ass (http://www.giantitp.com/forums/showpost.php?p=9167034&postcount=94)

Hit Girl (http://www.giantitp.com/forums/showpost.php?p=9172882&postcount=95)

Mog-ur (Clan of the Cave Bear) (http://www.giantitp.com/forums/showpost.php?p=9216218&postcount=98)

Ayla (Above Novel) (http://www.giantitp.com/forums/showpost.php?p=9217381&postcount=99)

Darth Vader (http://www.giantitp.com/forums/showpost.php?p=9312266&postcount=102)

Fighter (he that loves ye swords) (http://www.giantitp.com/forums/showpost.php?p=9319971&postcount=103)


TabletopNuke

Character Stat Blocks
The Joker (http://www.giantitp.com/forums/showpost.php?p=7726484&postcount=77)

Frog Dragon

Character Stat Blocks
Prof. Farnsworth (http://www.giantitp.com/forums/showpost.php?p=7492880&postcount=9)
------
Anyone have any other goofy stat blocks they'd like to share? Existing, recognizable media only please.

Also, simpsons D&D where everyone plays the role of a spring field resident? I'd be game for that. :smalltongue:

TabletopNuke
2009-12-12, 05:34 PM
[SIZE="5"]Wis 15, Cha 10
What is this madness!? You mean to tell me Homer Simpson has perceptive and reasoning ability above that of the average human?

I'd stat him out as follows, Str: 13, Dex: 9, Con: 15, Int: 7, Wis: 8, Cha: 9. He's gotta be fairly resilient, in order to consume as much beer as he does without succumbing to alcohol poisoning. And how often have we seen Homer get sick? He also did a pretty good job building that model of the power plant for the design contest. You might want to give him a few ranks in craft (macaroni art).

Would you like me to stat out the Joker for this thread? I started on it a while back (though I never finished). I'm that nerdy.

DracoDei
2009-12-12, 06:56 PM
There was, of course, at least one other thread with this theme not TOO many months ago. I mention this in case anyone wants to try there Google-Fu to see if they can find it so they can link everyone from this thread to that one... not that repeats aren't good (and FUN!), but it would seem to add to the enjoyment.

imp_fireball
2009-12-12, 10:11 PM
What is this madness!? You mean to tell me Homer Simpson has perceptive and reasoning ability above that of the average human?

I'd stat him out as follows, Str: 13, Dex: 9, Con: 15, Int: 7, Wis: 8, Cha: 9. He's gotta be fairly resilient, in order to consume as much beer as he does without succumbing to alcohol poisoning. And how often have we seen Homer get sick? He also did a pretty good job building that model of the power plant for the design contest. You might want to give him a few ranks in craft (macaroni art).

Would you like me to stat out the Joker for this thread? I started on it a while back (though I never finished). I'm that nerdy.

Homer always has interesting, actually thought out (despite simple word use, etc., etc.) of explaining things. His fatherly lessons to his children always make sense, although they are very Chaotic Neutral and opinionated (something of which Marge, being Lawful Good and the wife, always disagrees with to some extent).

His low intelligence comes from simply not being a good learner, and being well... stupid. This has caused the yellow american to also be very lazy and not care about most things. That's where WIS and INT differ. Then again, he did try to write a novel at one point and fail miserably, so I could probably lower his WIS a bit.

CON doesn't work as well in terms of Homer becoming immediately exhausted whenever he tries to begin exercising. Hence, I gave him great fortitude to help him rub off the effects of alcohol (also his squishy ability saw to that... whenever he suffers alcohol poisoning, trip to the hospital and good as new!).

That said, I could probably give him ranks in Craft (Model).

Bart and Lisa would both have Perform (Oratory). Marge, most likely Profession (Housekeeping), and a few other ranks in odd skills revealed throughout the episodes.


Would you like me to stat out the Joker for this thread?

Go ahead. But I reserve Eric Cartman.

TabletopNuke
2009-12-13, 12:46 AM
The Joker CR 18
Male Toxin Tainted Human Rogue 12, Streetfighter (CA 79) 5
CE Medium Humanoid (Human)
Init: +6, Senses: Listen: +1, Spot: +1
AC: 13 (+3 Dex), Touch: 13, Flat-Footed: 10
HP: 121 (12d6+5d8+51)
Fort: +11, Ref: +12 (+16 against traps), Will: +8
Immune: Mental Ability Score Damage and Drain, Mind-Affecting Effects, Pain Effects
Resist: Evasion, Uncanny Dodge, Improved Uncanny Dodge, Stand Tough 2/Day
Speed: 30 ft.
Melee: Dagger +17/+12/+7 Melee (1d4+2, 19-20)
Ranged: Dagger +17/+12/+7 Ranged (1d4+2, 19-20)
or Handgun (treat as MWK hand crossbow) +18/+13/+8 Ranged (1d4+2, 19-20)
Base Atk: +14, Grp +16
Special Actions: Combat Expertise, Combat Reflexes, Improved Feint, Opportunist, Quick Draw, Sneak Attack +7d6
Abilities: Str: 14, Dex: 17, Con: 16, Int: 18, Wis: 12, Cha: 16
SQ: Madness Score: 7, Toxic Blood (DC 21, Initial and Secondary Damage 1d3 Wis and 1d3 Con), Trapfinding
Feats: Audacious Certainty*, Combat Expertise, Combat Reflexes, Fear Nothing*, Feel No Pain*, Improved Feint, Insane Confidence*, No One's Puppet*, Quick Draw, Unbreakable*, Unpredictable*, Weapon Finesse
Skills: Appraise: +9, Balance: +10, Bluff: +23, Climb: +7 (+9 involving ropes), Craft (Poison): +19, Diplomacy: +17 (+10 on checks made to influence sane creatures), Disable Device: +14, Disguise: +13 (+15 to act in character, +8 when impersonating sane creatures), Escape Artist: +18 (+20 involving ropes), Forgery: +9, Gather Information: +12 (+5 on checks made to influence sane creatures), Hide: +13,
Intimidate: +15 (+22 on checks made to influence sane creatures), Jump: +9, Knowledge (Local): +11, Listen: +1, Move Silently: +13, Open Lock: +13, Perform (Comedy): +7, Search: +14, Sense Motive: +9, Sleight of Hand: +11, Spot: +1, Survival: -6, Tumble: +10, Use Rope: +8 (+10 involving bindings)

*These feats are from my madness feat system (http://www.giantitp.com/forums/showthread.php?t=129960) (which actually was partially inspired by the Joker).

I used 32 point-buy for abilities and the fractional BAB and Save system from Unearthed Arcana.


The Joker's chemical dive (this is Comicverse!Joker) instilled him with his unique coloration, crazy (awesome) and poison blood, so I whipped up the Toxin Tainted template.

Toxin Tainted
Str +2, Dex +2, Con +4
Insanity: A toxin tainted creature gains 5 bonus madness feat (http://www.giantitp.com/forums/showthread.php?t=129960).
Toxic Blood: A toxin tainted creature has poisonous blood. A creature who bites a toxin tainted character is exposed to the poison (DC 10 + 1/2 HD + Con Mod, Initial and Secondary Damage 1d3 Wis and 1d3 Con).
Challenge Rating: +1
Level Adjustment: +1

And no, I'm not even going to try stating out Batman. The Joker was bad enough, taking about 2 hours. Batman's gotta be epic level (don't believe me? Go read Batman R.I.P.), and has some serious optimization going on. Stating out hypercompetent pop culture characters is a pain. Don't be like me. Stick with idiots like Homer.

Do you disagree with my stat block? Feel free to let me know! Just be sure to give me clear-cut reasons why, and what you think would be more accurate.

Edit: Oh, and I didn't include possessions because we all know that the Joker has accumulated a lot of filthy loot over his 60+ years of crime. I'm not going to attempt to type it up.

The Tygre
2009-12-13, 04:50 AM
Hmm... I don't know. In the comic-verse, wasn't the Joker originally a down-on-his-luck actual comedian? Or at least that's one version he tells in The Killing Joke.

Solaris
2009-12-13, 06:19 AM
Hmm... I don't know. In the comic-verse, wasn't the Joker originally a down-on-his-luck actual comedian? Or at least that's one version he tells in The Killing Joke.

He's the archetype of the multiple-choice background, but most agree it was a fall into a chemical vat.

Lappy9000
2009-12-13, 10:33 AM
He's the archetype of the multiple-choice background, but most agree it was a fall into a chemical vat.Yeah, it's almost become canon that the joker's background is inconsistent.


Wis 13I also disagree with this. The man doesn't have the best perception or insight to say the best. I would give him another ability that lets him occasionally give out some interesting/well thought out advice.

And his quote isn't "d'oh"?!?! GOOD SIR , THAT IS HERESY!!!!

:P

Frog Dragon
2009-12-13, 10:56 AM
http://www.futurama-madhouse.com.ar/bios/bioFarnsworth.jpg
Wha?

Hubert J. Farnsworth
Medium Humanoid (Human)
HP: 1d8-2 (2 hp)
Speed 30 ft. (6 squares)
Init: +0
AC: 10; touch 10; flat-footed 10
BAB +0; Grp -3
Attack: Unarmed -3 (1d3 bludgeoning, 20/x2 -3)
Full-Attack: Unarmed -3
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Mad Science
Saves: Fort -2 Ref +0 Will -1
Abilities: Str 5, Dex 10, Con 6, Int 20, Wis 8, Cha 10
Feats: Skill Focus: Profession (Inventor), Skill Focus: Craft (Physics Breaking Gatgets)
Skills: Profession (Inventor) +12, Craft (Physics Breaking Gatgets) +12
Environment: New New York
Organization: Planet Express Delivery
Challenge Rating: 1/4
Treasure: Slippers, glasses, a doctor's coat, turquoise pants and a light blue shirt. May have funny gadgets.
Alignment: Chaotic Neutral

Mad Science: Farnsworth may use his intelligience modifier instead of his wisdom modifier for any skill related to building techy gadgets and overly complicated theories.

TabletopNuke
2009-12-13, 01:32 PM
Hmm... I don't know. In the comic-verse, wasn't the Joker originally a down-on-his-luck actual comedian? Or at least that's one version he tells in The Killing Joke.

That's why I didn't give him that many ranks in Perform (Comedy). His audience didn't regard him as terribly funny. And nowadays, his comedy routines still aren't that funny, but that's probably more due to the nightmare fuel factor. Although the Joker did apparently roll a 20 in the end of "The Killing Joke", considering he got the Goddamn Batman to laugh.

DracoDei
2009-12-13, 04:32 PM
Toxin-Tainted is WAY too good to be +1 CR and +1 LA... 5 feats and stat boosts? If the madness feats are balanced as regular feats you can take, then you really need to bump those numbers up.

TabletopNuke
2009-12-13, 07:24 PM
Toxin-Tainted is WAY too good to be +1 CR and +1 LA... 5 feats and stat boosts? If the madness feats are balanced as regular feats you can take, then you really need to bump those numbers up.

I just bashed it together with RaceCalc, testing it applied to a human since templates work differently than creatures. I took about 15 minutes making it, so I could easily be wrong. However, bonus feats that are restricted to a particular selection aren't worth nearly as much as wildcard bonus feats (like humans have). The ability increases are only slightly better than those of the Draconic Template (+1 LA, +2 Str, +2 Con, +2 Cha, and many other powers).

imp_fireball
2009-12-13, 11:25 PM
I also disagree with this. The man doesn't have the best perception or insight to say the best. I would give him another ability that lets him occasionally give out some interesting/well thought out advice.


Well thought out advice isn't an ability, since anyone can give well thought out advice. Doing it every now and then when you feel like because you can equals WIS bonus, imo.

Again, having above average wisdom does not suggest homer is smart. He is very stupid and incompetent and that is generally agreed upon, thank you. >_>



And his quote isn't "d'oh"?!?! GOOD SIR , THAT IS HERESY!!!!


Well I could have gone with 'One who is tired of Weird Al is tired of life.' but y'know. Also, originality. Suck it! :smallbiggrin:

Debihuman
2009-12-14, 09:37 AM
Love the goofy stats Imp.
Bender's stat block is a bit off.
Attack: Slam +22 melee (1d8+20) or by weapon
Full Attack: 2 Slams +22 melee (1d8+20) or by weapon

Note: You don't have to put in the modifier "bludgeoning, 20/x2" since that is standard. Also melee combat is BAB + Str Modifier + size modifer.

The improved multiattack feat is totally wasted on Bender. He'd be better off with Great Fortitude.

Bender's Fort save is +1. Constructs just don't get good Fort saves and they have no Con bonus to add. If you gave him Great Fortitude it would improve to +3.

Debby

TabletopNuke
2009-12-14, 03:20 PM
Zapp with Charisma 18?! Perhaps in his own mind.

Also, you need to include the characters' classes.

Seeing Bender stated out makes me happy. (I have a 40-something friend who claims Bender is his role-model and he wants to be just like him when he grows up. I should probably get new friends.) He should probably have some ranks in Bluff. Don't low alcohol levels make robots drunk? He should get a Wisdom penalty for that. On a side note, who thinks Futurama: Bender's Game was the best thing ever?

Let's get some Metal Gear Solid in here! Anyone up to it?

imp_fireball
2009-12-14, 06:51 PM
Seeing Bender stated out makes me happy. (I have a 40-something friend who claims Bender is his role-model and he wants to be just like him when he grows up. I should probably get new friends.) He should probably have some ranks in Bluff. Don't low alcohol levels make robots drunk? He should get a Wisdom penalty for that. On a side note, who thinks Futurama: Bender's Game was the best thing ever?


I called the drunkeness a morale penalty to everything (except actual attributes) that gradually stacks. If you want you can give me something better, and I'll paste it to Bender's block. :smallwink:


Also, you need to include the characters' classes.

Meh, I think Lila would be the only one actually deserving of a PC level (which is hard to think of... D&D, yet sci fi flavor... something to do with martial arts, and lots of skills like Pilot and Use Technological Device).

The others are much too lazy to be anything but a bunch of HD thrown together (and of course, their own quirks). :P


You don't have to put in the modifier "bludgeoning, 20/x2" since that is standard. Also melee combat is BAB + Str Modifier + size modifer.

The improved multiattack feat is totally wasted on Bender. He'd be better off with Great Fortitude.

Putting it in still eliminates confusion though (yes, people forget to remember that unarmed and slams are the same thing aside from damage, etc.). :smalltongue:

Improved multiattack means he doesn't get a -5 penalty for secondary weapons, so I wouldn't consider it a complete waste (I think the main reason bender doesn't always kick ass is because he chooses not to fight to begin with, being a jerk and all). Also, considering he's a construct, he doesn't really need fortitude. The only time he'd actually show 'fortitude' is from incredible drinking, which doesn't matter really (being a construct, he is immune to poison and thus drunkeness).

But to be completely honest, I don't know very many feats beyond core.


Let's get some Metal Gear Solid in here! Anyone up to it?

There's a lot of detail to that series that I'd have to cover. Not to mention I've never played any of the games. Dicefreaks did something pretty in depth at one point.

But one thing to note: Lots of abilities and general bad-assery doesn't necessarily mean Snake should be some CR 20 behemoth (which is what dice freaks went for, much to my consternation; you can be liberal and give him many feats while having low HD, it's not illegal, imo, if its a non-PC).

He can still get killed very quickly by a bunch of mooks he doesn't stealth properly. I also wouldn't imagine him challenging a tarrasque. So on that note... go right ahead. :smallbiggrin:


Zapp with Charisma 18?! Perhaps in his own mind.

Realistically, how else did he become Nixon's favorite face of recruitment, fleet commander, etc.? :smallannoyed:

TabletopNuke
2009-12-14, 07:37 PM
Lela might be a thug (fighter variant from Unearthed Arcana), with Improved Unarmed Strike, maybe with a few rogue levels tossed in. Lela would definitely have the Pilot skill, but I'm not so sure about Use Technological Device. Doomsday machines and the like are more the Professor's shtick. Things like laser guns wouldn't need a check, just an attack roll.

For futuristic games, I think Pilot would replace Ride, and Use Technological Device would replace Use Magic Device.

Even the lowliest commoner has class levels. I don't think slackers like Homer would have humanoid HD instead of class levels. Homer would be a commoner. The Professor would probably would be an expert.

If you're planning on stating out Fry, you'll need to take his immunity to mind control into account. By my recollection, Fry can still be frightened, so I think that should just apply to enchantment, not all mind-affecting effects. My madness feat (http://www.giantitp.com/forums/showthread.php?t=129960), No One's Puppet, could be Fry's bonus feat. It comes with a penalty to Wisdom checks and Will saves, which should work just fine for the man who saw fit to swallow a softball whole.

Edit:

There's a lot of detail to that series that I'd have to cover. Not to mention I've never played any of the games. Dicefreaks did something pretty in depth at one point.

But one thing to note: Lots of abilities and general bad-assery doesn't necessarily mean Snake should be some CR 20 behemoth (which is what dice freaks went for, much to my consternation; you can be liberal and give him many feats while having low HD, it's not illegal, imo, if its a non-PC).

He can still get killed very quickly by a bunch of mooks he doesn't stealth properly. I also wouldn't imagine him challenging a tarrasque. So on that note... go right ahead. :smallbiggrin:

Never played Metal Gear?! You're missing out! That's a hilarious series. Go watch the playthroughs on Youtube. The series abuses and insults the players, has no fourth wall to speak of, and contains more ambiguous subtext than any other game ever made.

I got too much to do, so I can't stat out Metal Gear characters, sadly.

You don't hold NPCs to the same rules as PCs? Ha, ha. We have very different DMing styles. I'm as much of a stickler for the rules towards the NPCs and I am to the PCs. I think it stems from unresolved frustration from my video gamer days, when I'd encounter NPCs with all kinds of abilities, classes, and equipment that my characters couldn't have. I also feel that the rate of abilities gained through class levels/HD helps prevent overpowered characters.

Snake couldn't take out the Tarrasque?! LIES! This is the man who takes out BIPEDAL TANKS ARMED WITH NUCLEAR WEAPONS on a regular basis.

Oh, and I think Commoner is weaker than Humanoid racial HD.

imp_fireball
2009-12-14, 08:24 PM
Snake couldn't take out the Tarrasque?! LIES! This is the man who takes out BIPEDAL TANKS ARMED WITH NUCLEAR WEAPONS on a regular basis.

Oh, and I think Commoner is weaker than Humanoid racial HD.

I'm betting snake had to use stealth tactics (or something else involving intelligence) to take on nuclear slinging mechs. This just happens to contradict every D&D adventure, where the PCs always choose to take the enemy head on (and that's about the only thing CR takes into consideration).

I guess I could give Homer two levels in commoner. I mean, he's survived this long. Dicefreaks went the other direction and gave everyone who wasn't special monster HD. Another thing is that Homer, with monster HD, has more options than a commoner - he can wield more weapons, not all his saves are poor, etc.


Doomsday machines and the like are more the Professor's shtick. Things like laser guns wouldn't need a check, just an attack roll.

UTG doesn't just cover doomsday machines though. Lila has a wrist gadget thingy that I'm sure not everyone knows how to use.

On the other hand, laser guns are self-explanatory - just point and pull trigger. The difference being that you might be horribly bad at hitting a target (non-proficient) or trained (proficient, BAB, etc.).

Other futurama weapons are hilarious too.

Calculon: "What dueling weapon do you desire, good sir?"
Bender: "Annihilatoratron *something something*!"
*weapon creates all consuming plasma/fire ball the size of a human torso*

elliott20
2009-12-14, 09:25 PM
I wouldn't stat leela to be more than 3 levels at most though. Zapp MIGHT be level 4 or 5, just by virtue of being around so many conflicts and being able to sponge experience off of everyone around him.

Fry is probably a level 2 commoner (Level 2 commoner / Level 1 expert if you consider Lars).

The Professor, for some reason, I thought would be one of the highest level characters in the Futurama crew, just by virtue of being so old. The problem with doing him in D&D is that as an expert he's not really capable of making doomsday devices (unless doomsday devices are basically just epic craft skill checks). Such things feel more like what the arcane casters/crafters fill.

If we were to refluff magic as technology, then the professor could easily be a level 6-7 arcane caster of some type who simply has a REALLY low CON (again, on account of being 161 years old), and just doesn't pick spells that make him good adventuring.

TabletopNuke
2009-12-14, 09:39 PM
I'm betting snake had to use stealth tactics (or something else involving intelligence) to take on nuclear slinging mechs. This just happens to contradict every D&D adventure, where the PCs always choose to take the enemy head on (and that's about the only thing CR takes into consideration).

WHAT? Of course you can make a stealth, intelligence, or intrigue-based D&D adventure. There's a section in the DMG about awarding XP for story accomplishments. This is actually a major focus of the Eberron setting. A game I DM'd once involved infiltrating an assassin's guild to take it out from the inside. If we'd tried to destroy it be force we'd have been goners for sure.


UTG doesn't just cover doomsday machines though. Lila has a wrist gadget thingy that I'm sure not everyone knows how to use.

Has Lela ever hacked a computer? If she has then she'd have UTD for sure.

elliott20
2009-12-14, 09:52 PM
I don't think she has though... not to my recollection anyway.

TabletopNuke
2009-12-14, 10:47 PM
I don't think she has though... not to my recollection anyway.

Then I guess she wouldn't have any ranks in UTD.

I want to make a tech-based class based on the artificer. Techcrafter is the best name I have for it now, and I'd be happy to hear any other suggestions. That seems like a good class for the Professor.

As far as the Professor's ability scores go, if we are using typical aging modifiers, he'd have -6 Str, -6 Dex, -6 Con, +3 Int, +3 Wis, +3 Cha. He'd totally senile, so I don't know what you wanna do with that Wisdom bonus.

imp_fireball
2009-12-15, 12:04 AM
Has Lela ever hacked a computer? If she has then she'd have UTD for sure.

Well if that's all UTD covers then how do you cover familiarizing with new technology period (stuff that isn't a weapon or armor which by virtue would be covered by Exotic Weapon Proficiency)?


He'd totally senile, so I don't know what you wanna do with that Wisdom bonus.

Give him the trait (or minor flaw in this case) 'senile'. WIS is penalized instead of upgraded.


WHAT? Of course you can make a stealth, intelligence, or intrigue-based D&D adventure. There's a section in the DMG about awarding XP for story accomplishments. This is actually a major focus of the Eberron setting. A game I DM'd once involved infiltrating an assassin's guild to take it out from the inside. If we'd tried to destroy it be force we'd have been goners for sure.

Still, XP means levels, which means increased HD, which means players will eventually be taking things head on to get it done the job done more quickly. Solid Snake never takes a mook head on (in all his years of accomplishment and XP) unless it's like one mook.

And my point about CR stands. :smallamused:


If we were to refluff magic as technology, then the professor could easily be a level 6-7 arcane caster of some type who simply has a REALLY low CON (again, on account of being 161 years old), and just doesn't pick spells that make him good adventuring.

I think we need to step away from the 'anything useful is always magical, just refluffed' psychological stand point. Technology has different rules than magic, and, particularly in my D20 SC draft, I'm trying to assert that.

One of the ideas is that 'highest level wins' may not always apply. Money means even more (before GMs would probably not allow PCs to purchase epic artifacts with their mountains of gold, simply by virtue of them being epic artifacts). Also, there's a lot more complexity in terms of getting past things like the law wherever its jurisdiction applies, association (which comes with occupation), modern warfare logistics, and other things. I'm still mulling over how to incorporate that, however. :smallannoyed:

TabletopNuke
2009-12-15, 12:42 AM
Well if that's all UTD covers then how do you cover familiarizing with new technology period (stuff that isn't a weapon or armor which by virtue would be covered by Exotic Weapon Proficiency)?
I like to look at it this way. Some magic items, for example a belt of giant strength, don't require any kind of check to use. This would be the equivalent of a tech device that had a button you pressed to activate it. Other magic items, a scroll for example, do require a UMD check. This is like a tech device that is complicated to use, required all sorts of calibration and careful programming. Hacking would also be a UMD check.

As far as familiarizing oneself with technology, someone from the standard D&D setting might not know right away how to turn on a computer (Zoolander, anyone?). Meanwhile, someone from modern times wouldn't know how that a shocking burst sword has a command word to activate or deactivate it.

I think familiarity would have to be ruled based on the character's background. Like how Fry didn't know how all the futuristic stuff worked at first. But later on he got along just as well as everyone else.


I think we need to step away from the 'anything useful is always magical, just refluffed' psychological stand point. Technology has different rules than magic, and, particularly in my D20 SC draft, I'm trying to assert that.

One of the ideas is that 'highest level wins' may not always apply. Money means even more (before GMs would probably not allow PCs to purchase epic artifacts with their mountains of gold, simply by virtue of them being epic artifacts). Also, there's a lot more complexity in terms of getting past things like the law wherever its jurisdiction applies, association (which comes with occupation), modern warfare logistics, and other things. I'm still mulling over how to incorporate that, however. :smallannoyed:

What is D20 SC? If you have been holding out on me about sci-fi hombrew, I am deeply enraged.:smallfurious:

I'm including legal issues in my Breakdown setting. Anything involving genetic engineering or the supernatural is black market. People are scanned for psychic or magical powers at their mandatory annual checkup. The government carefully monitors and regulates people with supernatural abilities. If someone discovers that they have supernatural abilities, and they don't want to be controlled by the government, they have to find an unlicenced doctor for any medical needs they may have. As you can imagine, back-alley doctors is a booming business.

imp_fireball
2009-12-21, 10:44 PM
I like to look at it this way. Some magic items, for example a belt of giant strength, don't require any kind of check to use. This would be the equivalent of a tech device that had a button you pressed to activate it. Other magic items, a scroll for example, do require a UMD check. This is like a tech device that is complicated to use, required all sorts of calibration and careful programming. Hacking would also be a UMD check.

As far as familiarizing oneself with technology, someone from the standard D&D setting might not know right away how to turn on a computer (Zoolander, anyone?). Meanwhile, someone from modern times wouldn't know how that a shocking burst sword has a command word to activate or deactivate it.

I think familiarity would have to be ruled based on the character's background. Like how Fry didn't know how all the futuristic stuff worked at first. But later on he got along just as well as everyone else.



What is D20 SC? If you have been holding out on me about sci-fi hombrew, I am deeply enraged.:smallfurious:

I'm including legal issues in my Breakdown setting. Anything involving genetic engineering or the supernatural is black market. People are scanned for psychic or magical powers at their mandatory annual checkup. The government carefully monitors and regulates people with supernatural abilities. If someone discovers that they have supernatural abilities, and they don't want to be controlled by the government, they have to find an unlicenced doctor for any medical needs they may have. As you can imagine, back-alley doctors is a booming business.

D20 SC is D20 StarCraft. It uses 3ed D&D rules as its base (that way, it allows for more easier translation and application to a campaign; also all the classes already in D&D give players more options). It's kind of a long process right now, since I'm getting the idea that few have attempted it and have just stuck with d20 modern.

As for UTD, Tech Craft and Knowledge: S&T - here's how I'd put it. Eventually we can make it 'official' once we've eliminated any confusion. :smallwink:

UTD applies whenever a tech device is complicated. Other times, a device merely involves familiarizing yourself with it (which depends on character background), trial and error or an instruction manual.

Tech Craft is required to understand how a device works, or to recognize what caused an effect (say you see an explosion... you might recognize that it came from a phosphorus grenade with a Tech Craft check versus the design DC of the item). Tech Craft can also be used to design items, assuming you have enough XP and time. Assuming you have the right materials, and the associated craft skills, you may also build a device you've designed (this is why engineers hire others to physically build stuff for them; they don't have enough skill points to go around). Designed items usually come in blue prints which can be copied and function much like scrolls for custom spells (except they don't 'activate'; they're mundane and must be studied, usually reducing the time it takes to craft a given item, since then you don't have to draw up blueprints for it and spend XP, etc.).

NOTE: The act of copying a blue print does not require a Tech Craft check; instead, it's a Knowledge: Science and Technology check to interpret what it means.

Finally, you can determine the inner workings of a machine with tech craft. Succeeding on a DC to observe the item gives you a circumstantial bonus to Craft checks made to repair the item. This only applies to mundane (non-magical, non-psionic) items.

Knowledge: Science and Technology is there to cover all bodies of science (so none of that knowledge: earth and life sciences/physics/etc. bogus, although we might have to include some logic for why scientists specialize and not simply do everything willy nilly in this universe - maybe a given character will have a repertoire for a body of knowledge in the 'science' category). A high enough check can give a bonus to Tech Craft checks to design an item or Use Technological Device checks to use an item. It can also assist in other checks such as appraise, and disable device.

Finally, blueprints can be interpreted with Knowledge: Science and Technology - the DC depending on the complexity of the blueprint. Knowledge: Science and Technology can also tell you if the blueprint would help build something that actually works (or if its a bad copy/completely faulty/designed by a poor engineer, etc.).

More about science 'specialization' - Since skills like 'Knowledge: Architecture and Engineering' and 'Knowledge: Nature' will still exist, science and technology won't include them as part of the character repertoire.
------

Blue Print 'Level' - What determines blueprint level? Perhaps the cost to build the item after wards? The amount of XP that went into the design phase?


As far as familiarizing oneself with technology, someone from the standard D&D setting might not know right away how to turn on a computer (Zoolander, anyone?).

In a nutshell -

Use Technological Device: Find out how to turn on a computer.

Tech Craft: Design a Computer from scratch. Observe a computer and recognize how all the internal parts go together to make it work.

Knowledge (Science and Technology): Understand the underlying theories and equations that the design of a computer depends on (not necessarily remember, but can recognize them when reading them). Can interpret the blue prints for the design of a computer and instruct others on how to build one.

The same things could apply to computer soft ware. Coding a program is Tech Craft. Hacking on a whim or time limit (pretty much impossible without the aid of some kind of software in real life) is Use Technological Device. And Knowledge: Science and Technology is the ability to interpret and explain each of the modules of the software and how it all goes together.

Realistically, you can be one guy without having a clue how to be the other.
--------

We should probably take this discussion to another thread (http://www.giantitp.com/forums/showthread.php?p=7550868#post7550868). :smalleek:

Over there, I can explain why all the D&D classes (at least the core ones) can still exist in Sci Fi.

TabletopNuke
2009-12-22, 01:20 AM
I like were you've gone on those sci-fi skill ideas. They were almost exactly what I had in mind, the main difference being Knowledge (Science and Technology)

I thought that was a bit too broad a category. For Breakdown, I figured that Knowledge (Nature) would cover biological and earth sciences. Physics could be Knowledge (Psysics) (or a part of Nature). Knowledge (Technology) is pretty self-explanatory, and might include Architecture and Engineering. The knowledge checks for robots (the Breakdown equivalent of constructs) and the like are part of Technology, so A&E isn't as useful on it's own. Alchemy would be replaced by Chemistry and gain a Skill Synergy from Knowledge (Physics) (and vice-versa).

We should probably continue this line of thought over on the Sci-Fi thread (http://www.giantitp.com/forums/showthread.php?t=131739).

Debihuman
2009-12-27, 07:29 AM
The main reason that Bender shouldn't get the Improved Multiattack feat is that he doesn't have any secondary attacks. At least none are listed in his attack line. That's why it is a wasted feat.

Debby

imp_fireball
2009-12-27, 05:11 PM
The main reason that Bender shouldn't get the Improved Multiattack feat is that he doesn't have any secondary attacks. At least none are listed in his attack line. That's why it is a wasted feat.

Debby

What would you suggest to replace it?

EDIT: *snaps fingers* That's right, great fortitude. :smalltongue:

Debihuman
2009-12-29, 01:37 PM
Thanks for taking my suggestion. I love what you're doing. Is there any chance of Dr. Zoidberg showing up?

Debby

TabletopNuke
2009-12-29, 02:19 PM
Would Zoiberg be Humanoid, Monstrous Humanoid, or Aberration?

Debihuman
2009-12-29, 02:54 PM
I think Zoidberg would be a Monstrous Humanoid. He's based of a crab much like the lizardfolk are based off lizards. Lizardfolk are Monstrous Humanoids. I think he'd have to be even weirder to be an Aberration.

Debby

imp_fireball
2009-12-29, 07:47 PM
I think he'd have to be even weirder to be an Aberration.


Unless...

http://content.ytmnd.com/content/f/f/7/ff77616dc3b6e7abcb024cfe1fbffc0b.jpg

TabletopNuke
2009-12-30, 11:42 PM
I think Zoidberg would be a Monstrous Humanoid. He's based of a crab much like the lizardfolk are based off lizards. Lizardfolk are Monstrous Humanoids. I think he'd have to be even weirder to be an Aberration.

Debby
I agree that he certainly wouldn't be humanoid. But I would like to point out that he's got 2 hearts, and sheds his entire carapace in one piece. I don't remember what other anatomical anatomical anomalies he has (I'm a bit rusty on my Futurama lore).

And Imp, that Zoithulu (Cthuluberg?) is epic. Did you make it yourself? I will personally award you 15 internets if you stat him out.

imp_fireball
2009-12-31, 12:16 AM
And Imp, that Zoithulu (Cthuluberg?) is epic. Did you make it yourself? I will personally award you 15 internets if you stat him out.

Everyone wants everything statted these days...

Zaydos
2009-12-31, 12:29 AM
I think Zoidberg would be a Monstrous Humanoid. He's based of a crab much like the lizardfolk are based off lizards. Lizardfolk are Monstrous Humanoids. I think he'd have to be even weirder to be an Aberration.

Debby

Lizardfolk are Humanoid (Reptilian)... Also zoidberg is a good bit further from humans than minotaurs, centaurs, and the rest and crab creatures end up as aberration all the time (chuul).

I like to blame this on Lovecraft's fear of anything aquatic.

TabletopNuke
2009-12-31, 12:40 AM
I like to blame this on Lovecraft's fear of anything aquatic.

Ha ha. I never made that connection (then again, I'm pretty rusty on my Lovecraft, as well).

Zoiberg would probably have a low Wis score, and definitely a low Cha. His Heal modifier should be a negative number (for starters, he reattached Hermes' head backwards, and is under the impression that the technical term for a mouth is "frontal face-hole").

What do you think about Zoiberg's alignment? He never seems to bear anyone ill will, and just wants people to like him. I'd honestly have to go with Neutral Good on this one. He must be the only Good member of the main Futurama cast except Nibbler.

Debihuman
2009-12-31, 11:40 AM
Well Zoidberg is a lot more humanoid than the chull are. Consider this picture:

http://z.about.com/d/animatedtv/1/0/e/3/zoidberg.jpg

But, I'll concede that you make a good case for him being an aberration. Especially considering what Wikipedia had to say on him:



Zoidberg's race, the Decapodians (from the sandy planet Decapod 10), are crustaceans, with lobster-like claws, mouth tentacles, a hard exoskeleton, a fleshy, boneless inner body, a head-fin (which only appears during mating season or during extreme anger), an ink pouch, two stomachs (one saltwater and one freshwater), a gland that stinks when they are bored and a complex system of internal organs, "most of which are either redundant or unnecessary."


His lack of understanding of human anatomy is outstanding despite the fact that he is a doctor. And he regularly fails to grasp the social graces, often grossing out his collegues in the process. He's cowardly too.

Debby

imp_fireball
2009-12-31, 07:15 PM
Ha ha. I never made that connection (then again, I'm pretty rusty on my Lovecraft, as well).

Zoiberg would probably have a low Wis score, and definitely a low Cha. His Heal modifier should be a negative number (for starters, he reattached Hermes' head backwards, and is under the impression that the technical term for a mouth is "frontal face-hole").

What do you think about Zoiberg's alignment? He never seems to bear anyone ill will, and just wants people to like him. I'd honestly have to go with Neutral Good on this one. He must be the only Good member of the main Futurama cast except Nibbler.

I made Nibbler lawful neutral under the basis that his desire to save the universe is from a purely logical stand point. :P

Also he eats animals at random (some of which could have intelligence scores higher than 2, you never know), lol.


His lack of understanding of human anatomy is outstanding despite the fact that he is a doctor. And he regularly fails to grasp the social graces, often grossing out his collegues in the process. He's cowardly too.

Horrendously low WIS and CHA. I was actually considering making them both 3 but I chose to be kind and make them 4 (also a lower CHA lowers his intimidate ability which he makes use of).

That other stuff combines personality, insanity, and the fact that he is from another planet. Also type doesn't really matter for decapodians considering they have no monster HD (I made a point to make them LA 0).

Debihuman
2009-12-31, 08:45 PM
Monstrous Humanoids use d8. I suggest you check the online SRD when you post monsters because you are making a lot of stat block mistakes that a few moments checking would fix.



Monstrous Humanoid Type

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.
Features

A monstrous humanoid has the following features.

* 8-sided Hit Dice.
* Base attack bonus equal to total Hit Dice (as fighter).
* Good Reflex and Will saves.
* Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits

A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

* Darkvision out to 60 feet.
* Proficient with all simple weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
* Monstrous humanoids eat, sleep, and breathe.


Zoidberg's BAB is +2. Ink should be an Extraordinary ability. How often a day Zoidberg can do this should also be noted. You also need the DC value for the Reflex save vs. Blindness. For example:

Three times a day as a swift action, Zoidberg can emit a black cloud of ink that fills a 5 ft. x 5 ft. space up to 10 feet away, blinding anyone caught in its path. Occupants must make a Reflex save (DC 13) or be Blinded. Blinded characters must spend a move action to wipe away ink in order to see again. Each successive squirting requires 1d6 rounds to recover ink reserves. The save is Strength-based.


Since Zoidberg can breathe underwater he should have the water breathing ability (see SRD or wording from Storm Giant entry in MM). It is an Extraordinary ability.

Medical Miracle is really a Special Ability not a Special Attack.

Debby

TabletopNuke
2010-01-01, 02:00 AM
Debihuman, thank you for the Futurama Wiki reference. You have earned a place of honor in the hall of Nerddom.

Imp_Fireball, I must commend you on your good work. This thread is win of the highest order. I'm honored that you used one of my Madness feats for Zoiberg. In addition, I believe I owe you some internets. Have 20, you earned the bonus. And "Stomach of Holding" makes me laugh inside, a lot.

What was your reasoning for making Zoiberg Chaotic Neutral?

I noticed a few possible mistakes. Nibbler has the "Engorge" ability. Engorge means to swell up. Did you mean gorge? Also, his mind-wipe ability should probably be supernatural. Do you think nibblonians should have the psionic subtype?

imp_fireball
2010-01-01, 04:52 AM
What was your reasoning for making Zoiberg Chaotic Neutral?

He ignores all repercussions of his behavior and naturally cares for no one but himself. But he also wants to make friends. And at the same time will fly into rages whenever he isn't satisfied ("More..." "There isn't any more, that was the last of the anchovies on earth." "More... more... MORE... *moves towards camera for close up of face* MOOOOOOOORE!!!!!"). Pure CN. :smalltongue:

Debihuman
2010-01-01, 03:02 PM
I totally agree that Zoidberg would be Chaotic Neutral. He really wants to be liked, but its in his nature to be utterly annoying to everyone around him.

Thank you for inducting me into the Hall of Nerddom. I am just surprised it was Wikipedia that got me there and not my slavish devotion to the SRD.

Debby

Wind d8/d12
2010-01-01, 03:12 PM
Would Zoiberg be Humanoid, Monstrous Humanoid, or Aberration?

Definitely Aberration*, historically "Aliens" in D&D have been classified as aberrations. Although Outsider makes slightly more sense.

And the Hermes quote just bugs me, unless it's from Wild Green Yonder (which I haven't had TIME to watch yet) Those words were only ever uttered by the professor when his age is lowered in Teenaged Mutant Leela's Hurdles. I think "I'm only annal 73.4% of the time!" Would match his unique characterization better.

Edit- I believe Book of Aberrations may be my source for this, therefore my logic is both circular and flawed.

Debihuman
2010-01-01, 04:21 PM
Nibbler should probably be a monstrous beast.

What is the DC save, if any, to Nibbler's heat ray? If there is no save that should be mentioned. Normally a save is 10 + 1/2 creature's racial HD + ability modifier. For example: A successful Reflex Save (DC 10) halves the damage. The save is Constitution-based.

The memory wipe save should be 15 since it is probably Intelligence-based. If you want to give Nibbler an additional bonus to this ability, you could give him the Ability Focus (Memory Wipe) feat as a bonus feat which would add +2 to the DC. DC 17 should be plenty.

If you make the changes I've suggested, it makes sense to reduce the CR to about 4 or 5. Nibbler is still a tough opponent, but he isn't aggressive unless cornered.

Last of all, I don't think Nibblians are an appropriate player race. I'd put their LA as —.

Debby

Pie Guy
2010-01-01, 07:05 PM
Sir, I am outraged! Ypu messed up your Hermes quote! The professor said that.

TabletopNuke
2010-01-01, 10:16 PM
Definitely Aberration*, historically "Aliens" in D&D have been classified as aberrations. Although Outsider makes slightly more sense.

Outisders are creatures with connections to other dimensions, not planets. Neogi are aberrations, and they are from another planet (the only WoTC D&D creature with that origin, I believe).

Oh, and we completely forgot about Dr. Zoiberg's empathy bladder and his boredom-stink gland. I think his empathy bladder should induce rage in targeted creatures (it sure pissed of Lela) and his boredom gland should have an effect similar to troglodyte stench (but probably milder).

imp_fireball
2010-01-01, 11:14 PM
Sir, I am outraged! Ypu messed up your Hermes quote! The professor said that.

"After all, who needs courage when you have... a GUN?!"
Zoidberg: *twirling gun around* "Wonderful! Pew pew pew!"

I corrected it a long time ago. :P

EDIT: I'm going by the IMDB quote list. Not funny enough? I'll change it. -_-


What is the DC save, if any, to Nibbler's heat ray?

It's a ranged touch attack. Quite powerful, but can only be fired about once per round (the reason for this is that it doesn't fall into his full attacks; if he had a high full attack, he could bite and then fire a beam, etc.).


Nibblonians aren't an appropriate player race.

Anything is appropriate for the players. :smallbiggrin:

Debihuman
2010-01-02, 08:42 AM
Getting back to the heat ray attack, the SRD has this to say about Ray attacks:


All ray attacks require the attacker to make a successful ranged touch attack against the target. Rays have varying ranges, which are simple maximums. A ray’s attack roll never takes a range penalty. Even if a ray hits, it usually allows the target to make a saving throw (Fortitude or Will). Rays never allow a Reflex saving throw, but if a character’s Dexterity bonus to AC is high, it might be hard to hit her with the ray in the first place.

Seems like Nibbler's heat ray attack needs a save; or at least you should state that there is no save.

As to what is appropriate to play.... Players generally hate anything more than LA+2, and they complain about even that.

Debby

imp_fireball
2010-01-02, 08:11 PM
As to what is appropriate to play.... Players generally hate anything more than LA+2, and they complain about even that.

Debby

And yet vampires and liches still exist.


Seems like Nibbler's heat ray attack needs a save; or at least you should state that there is no save.

Except that 'heat ray' is just a colloquial term. It's not actually a 'ray' as per the SRD rules. More like a laser fired from a gun (so, just an attack roll) that burns stuff if you wanna get technical.

And I'm well aware that ray in itself is a colloquial term for anything to do with light in the visible spectrum. :smalltongue:

Debihuman
2010-01-02, 09:34 PM
Regardless of whether you call it a "ray" or a "laser", it helps if you describe how it works in game terminology, including whether there is a save with it or not. It just looks unfinished if you don't mention it.

Both vampire and lich make make great villains, but generally don't make for great PCs, unless the campaign is an evil one. You could make a case for "good" vampires, but that isn't in parameters of the Vampire template as written. Granted, I'm all for breaking the rules when it comes to making the game fun, but I'm aware that I'm breaking the rules when I do that. Not every game master is as flexible as I am. If I had a nickle for every time I've heard, "you can't do that," I'd be rich. :smallsmile:

Debby

TabletopNuke
2010-01-02, 11:48 PM
Would Kif be Zapp's cohort? Kif would need the amphibious subtype, a climb speed (or at least a bonus), a bonus on Hide checks since he can change color, and maybe a bonus Intimidate checks since he can inflate his head to look bigger (or he could be treated as large for the purpose of Intimidate checks when inflated).


You could make a case for "good" vampires, but that isn't in parameters of the Vampire template as written.

I once made a deathless vampire variant for one of my players. Then I had to make a jedi class for that character, too. Yes, deathless vampire jedi. If you just nerded your pants, you're not alone. (I'm way too nice to my players)

Debihuman
2010-01-03, 10:51 PM
The hypnotoad is a hoot. Animals have a max Int of 2 and hypnotoad has an int of 3 making it a Magical Beast. That would also mean it it has Hit dice: ¼d10 (1 hp). Also, give it a Cha of 40 and use that as the basis of the Will save (DC 25) for the gaze. Otherwise, it looks perfect.

Debby

TabletopNuke
2010-01-07, 06:49 PM
The Destructor needs a -2 size penalty to AC. And there is no way he's CR 7! A warforged titan has the same HD and 28 Strength, and it's CR 8.

Debihuman
2010-01-07, 09:50 PM
And yet vampires and liches still exist.

Yes, of course they do. But rarely do you see players taking those templates by choice (unless you are playing in an evil campaign). However, you see vampire "monsters" in tons of modules--as the adversary. Ditto for liches.

Debby

imp_fireball
2010-01-15, 02:33 PM
No more critiquing?

Bump.

Debihuman
2010-01-16, 02:30 PM
I didn't even notice that you had updated the thread. It helps if you bump the thread when you update with a note of what the update is.

Destructor: what is the purpose of the subtypes? You should explain them.

Destructor's Attacks are written out very oddly. Creatures do not get bonus attacks from high BAB for natural attacks. The modifier for Str 90 is +44. You don't mention type, threat range, or critical unless it is different from standard.

Attack: Slam + 47 melee (2d12+44)
Full Attack: 2 Slams +47 melee (2d12+44)

You are using 3.0 face/reach instead of 3.5 space/reach.

You should spell out all the special qualities: assembled, fueled, etc.

Why are his fists considered treasure?

If Dr. McNinja is a 12th level ninja, why does he only have 10 hit dice?

Debby

imp_fireball
2010-01-16, 07:45 PM
You are using 3.0 face/reach instead of 3.5 space/reach.

I don't know where you got that from. 15x15ft. in basic geometry is a square on a grid.

As for the other stuff (with the exception of robotic subtypes), browse around the post a bit. 'Assembled' and 'Fueled' were already given in the Bender stat block (I guess I should put them in the template and subtypes list).

Debihuman
2010-01-16, 08:17 PM
Face/Reach is X ft/X ft., not X ft. by X/X ft. It hasn't been used since 3.0. See SRD 3.5 or core books.

Just because you put an ability in Bender, why shouldn't it appear in the rest of the robots? Alternatively, you could have said, "See Bender for details." Don't Bender and Destructor use different types of fuel?

Debby

TabletopNuke
2010-01-17, 06:00 PM
Destructor is still waay more powerful than his CR suggests. Such a powerful character is going to be difficult and unwieldy to stat. I'd suggest starting with another construct, and building off that, adjusting the CR accordingly.

Do you think the Futurama robots should be living constructs? I think they should at least be vulnerable to mind-affecting effects. Bender got hit by that mind-control virus in Benders Big Score.

The first post itself is getting very difficult to navigate. I'd suggest breaking it into smaller posts (separated by series?), with the first one serving as a table of contents, with links to the individual posts.

Sadly, I can't help much with the McNinja stuff. I haven't read much of it.

Debihuman
2010-01-18, 11:29 AM
I think you missed this in my earlier post: If Dr. McNinja is a 12th level ninja, why does he only have 10 HD?

Debby

imp_fireball
2010-01-19, 12:17 AM
I think you missed this in my earlier post: If Dr. McNinja is a 12th level ninja, why does he only have 10 HD?

Debby

I told you to browse for the answer. I invented a talent system.


Do you think the Futurama robots should be living constructs? I think they should at least be vulnerable to mind-affecting effects. Bender got hit by that mind-control virus in Benders Big Score.


I was thinking that a computer virus aimed at a circuited robot would be a special item that's mind affecting to that creature type - even if the creature isn't normally affected by stuff that's meant for people with actual brain meats or for robots with 'souls' (living constructs).

Similarly, the computer virus does not work on living creatures that aren't built by way of 0s and 1s.

EDIT: As you can see below, I'm in the process of collaborating the OP into a bunch of different posts, as per wishes.

imp_fireball
2010-01-19, 07:37 PM
Ghost Wizard

http://i273.photobucket.com/albums/jj231/Impfireball/2008-04-0711p12.png
You have destroyed by body and my political career! Fish will eat your dead flesh! Face my first spell!

Medium Undead (Ghost)
1d12 HD (6 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 14; touch 14; flat-footed 14 (+4 deflection
BAB +0; Grp +0
Attack Corrupting Touch +0 (1d6 -1 untyped, 20/x2)
Full-Attack Corrupting Touch +0
Space 5 ft.; Reach 5 ft.
Special Attacks Spell Like Abilities
Special Qualities Ghost Traits, DR 80/holy, Energy Resistance 100
Saves Fort +0 Ref +0 Will +2
Abilities Str 8, Dex 10, Con -, Int 16, Wis 10, Cha 18
Skills Bluff +8, Sense Motive +4, Spell Craft +7, Knowledge (Arcana) +7, Spot +4, Listen +4, Search +7
Feats Improved Counterspell
Environment Any
Organization Seven Deadly Ghost Wizards under Dracula on the moon
Challenge Rating 9
Treasure
Alignment Lawful Neutral
Advancement by Level (Any Class)
Level Adjustment +7

Damage Reduction

Only artifacts deemed holy by the Catholic church can bypass the Ghost Wizard's damage reduction and ignore its incorporeal property. Conversely, anything the pope comes in intimate contact with (such as by way of saliva) is considered holy.

Spell-like Abilities

There are seven ghost wizards, each capable of casting three unique and very deadly spells of their own.

First Spell (Abracadabra!)
Conjuration (Summoning) [see text]
Level: Brd 7, Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: Standard
Range: 5ft.
Effect: 6d12 flying sharks
Duration: 1 + Cha Modifier
Saving Throw: None
Spell Resistance: No

A portal opens, immediately spewing forth a swarm of voracious winged sharks.

The Sharks Each Have the Following Stats

Medium Animal (Aquatic)
3d8+3 HD (16 hp)
Speed Swim 60 ft. (12 squares), Flight 60ft. (Good; 12 squares)
Init: +2
AC 15; touch 12; flat-footed 13 (+3 Natural Armor, +2 Dexterity)
BAB +2; Grp +3
Attack Bite +4 (1d6+1)
Full-Attack Bite +4
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Amphibious, Shark traits
Saves Fort +4 Ref +5 Will +2
Abilities Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills Listen +6, Spot +6, Swim +9
Feats Alertness, Weapon Finesse
Environment Screwy Other-wordly Dimension
Organization None
Challenge Rating 1
Treasure
Alignment True Neutral
Advancement 4-6 HD
Level Adjustment -

Second Spell (Fireball)

As fireball, CL 20th. Good thing ninjas know how to avoid these.

Third Spell (Knife Eye Attack)
Illusion (Phantasm) [Fear, Mind-affecting, Gaze]
Level: Sor/Wiz 4
Components: V, S
Casting Time: Immediate
Range: 10ft. + 5ft./caster level
Effect: Confusion, Madness, Loss of Perception
Duration: 3d20 Minutes
Saving Throw: Will Negates
Spell Resistance: No

By glaring at the target, subject must make a saving throw (treat Ghost Wizard's caster level as 10th for this purpose), or everything becomes knives - at least to the victim's perception. The victim can no longer tell friend from foe because everything is knives. If they look down, they must concentrate, moving at half speed or be forced to make a balance check, due to the fact that their feet are knives. Victim is panicked.

After 1d4 rounds of this condition, victim's madness score will increase by 1d4, unless they are knocked unconscious or rendered blind in some manner.

Secret Devastating Fourth Spell (Possession)

This replaces the ghost's malevolence ability. Essentially identical to malevolence with the exception that the host's body can be purged by way of making them ingest something holy (see ghost wizard damage reduction). The ghost will spew forth from the host immediately.

imp_fireball
2010-01-19, 07:50 PM
Dr. Mcninja

http://www.fantomcomics.com/drmcninja.jpg
I'm not 'any other doctor'!!! I'm Dr. McNINJA.

Medium Humanoid (Human)
12d6 HD (42 hp), Ninja 12
Speed 30 ft. (6 squares)
Init: +19
AC 31; touch 31; flat-footed 16 (Dex +15, Misc +6)
BAB +9/+4; Grp +19
Attack Unarmed +24 (1d6+10 Bludgeoning, 20/x2), or Shuriken +24 (1d2 Piercing, 20/x2), or Katana +24 (1d8+10 Slashing, 19-20/x3)
Full-Attack Unarmed +24/+19, or Shuriken +24/+19, or Katana +24/+19
Space 5 ft.; Reach 5 ft.
Special Attacks Sudden Strike 6d6, Ghost Strike, Offensive Retreat
Special Qualities Ki Power, Trap Finding, Ghost Step (ethereal), Poison Use, Great Leap, Acrobatics +4, Ki Dodge, Evasion, Speed Climb, Improved Poison Use, Surgeon (http://www.giantitp.com/forums/showpost.php?p=7551780&postcount=26), A Doctor and a Ninja, A Dreamer, Mcninja Code of Honor, Ninja Dash
Saves Fort +4 Ref +23 Will +8
Abilities Str 30, Dex 41, Con 10, Int 16, Wis 18, Cha 14
Skills Knowledge (Nature) +16, Move Silently +30, Hide +30, Spot +19, Tumble +34, Jump +33, Heal +19, Sense Motive +10, Climb +22, Sleight of Hand +24, Escape Artist +20, Pilot (Landcraft) +16, Balance +18, Use Rope +19, Swim +11, Craft (Chemical) +16, Ride +16
Feats Improved Initiative, Improved Unarmed Strike, Blind fight, Shuriken Flurry, Quick Draw, Two Weapon Fighting
Environment His Office
Organization Mcninja Family
Challenge Rating 13
Treasure Gray Gas Grenades, Katana, Infinite Shurikens (All variety of energy types, including holy), Doctor's White Coat, Black Slacks, Stethoscope
Alignment Lawful Neutral
Advancement by Level (Any Class)
Level Adjustment +2

A Doctor and a Ninja [Template]

Being both a doctor and a ninja gives Mcninja automatic proficiency with the katana. Additionally, he has +20 Strength, +20 Dexterity and automatically receives Heal [Wis], Craft (Chemical) , and Knowledge (Nature) [Int] as class skills.

Ninja Dash (Ex)

As an immediate action, by making a dexterity check at a DC that is the opponent's highest initiative, Mcninja may act as if hasted for that round. He may also move at full speed when moving silently, without penalty.

A Dreamer (Ex)

Mcninja aspires to become like Batman. As a swift action, Mcninja can cut his falling speed in half, negating falling damage. While falling in this manner, his flight maneuverability is clumsy (he cannot elevate and must descend each round). Additionally, Mcninja may reduce falling damage from jumping down (http://www.d20srd.org/srd/skills/jump.htm) up to 50ft. instead of 10ft.

Mcninja Code of Honor

From birth, a Mcninja is required to wear a mask until the moment at which they choose to take it off, during which point they may fade into anonymity. Unfortunately, this guise only works exactly once, so it is considered wisest that a Mcninja never remove their mask (no, not even for that).

Because of this, a Mcninja suffers a -12 penalty to disguise checks when not concealing their masked facade completely (ie. usually only do-able with a larger piece of head gear).

Shuriken Flurry [Feat]
Prerequisite: Exotic Weapon Proficiency (Shuriken), Dex 13, BAB +3, Improved Initiative, Quick Draw

If you win initiative, you may, in the first round of an encounter, perform a full attack with any shurikens. Triple the base number of attacks you may normally make with your shurikens. Take a -3 penalty to each of these attacks.

Additionally, this feat allows you to change weapons as a free action (not just thrown weapons), so long as it is performed in the same round that you perform a full attack.

Offensive Retreat [Perk]
Prerequisite: Tumble (10 ranks), BAB +7, Must have taken at least one tumble related perk already.

When performing a withdraw action and tumbling to avoid attacks of opportunity, a successful tumble check allows you one free attack of opportunity against whosoever you would normally have provoked an attack of opportunity from. If you would have provoked multiple AoOs from multiple creatures, select one target.

If you beat the tumble DC by a roll of 10 or more, you may make a full attack against any target you choose, so long at least one of those attacks is made against whomsoever would have normally made an AoO against you. Every attack after the first granted by your free AoO must be a ranged.

[I]NOTE to GM: Withdrawing in this case should be taken very literally. That means that the character using this maneuver must be moving away from what they believe to be the danger (and not into more danger, unless they are unaware of it).

Gray Gas Grenade [Item]

A gray gas grenade is a mundane item created through advanced chemistry beyond that of a regular smoke stick. When dropped as a swift action it expands immediately into a 10x10ft. radius of thick smoke, granting partial concealment to all occupants, dispersing after 1d2 rounds. A DC 20 hide check made as a free action (only one allowed) immediately after the smoke appears will grant the occupant total concealment.

Stethoscope [Item]

The stethoscope isn't a weapon of its own, however anyone who has the 'A Doctor and a Ninja' trait may make disarm checks at a +2 circumstantial modifier without provoking attacks of opportunity.

imp_fireball
2010-01-19, 07:52 PM
Hedonism Bot

http://i54.photobucket.com/albums/g107/greatamericantaliban/Hedonismbot-1.jpg
It seems Bender hates humans the way I hate having my nipples polished with industrial sand paper.

Medium Construct (Circuited Robot, Socialite Unit)
4d10 HD +20 (42 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 19; touch 10; flat-footed 19 (Natural Armor +9)
BAB +3; Grp +3
Attack Unarmed +3 (1d3 Bludgeoning, 20/x2)
Full-Attack Unarmed +3
Space 5ft.x10ft.; Reach 5ft.
Special Attacks
Special Qualities DR 15/Titanium (or material with greater hardness), Fueled, Quadruped
Saves Fort +1 Ref +1 Will +4
Abilities Str 10, Dex 11, Con -, Int 10, Wis 12, Cha 14
Skills Perform (Oratory) +16, Intimidate +9, Diplomacy +4
Feats Iron Will, Vow of Hedonism (http://www.giantitp.com/forums/showpost.php?p=7629343&postcount=170)
Environment New New York
Organization League of Robots
Challenge Rating 1
Treasure Large Bowl of Purple Grapes, a particular human organ (of which he will dispose of later! Oohoo!)
Alignment Chaotic Neutral
Advancement by Level (Any Class)
Level Adjustment +2

imp_fireball
2010-01-19, 07:54 PM
Destructor

http://images1.wikia.nocookie.net/en.futurama/images/thumb/1/1c/Destructor.jpg/784px-Destructor.jpg
DESTRUCTOR INITIATING KILL ALL HUMANS MODE! NRRRRAAARARARARARAGH!!!

Huge Construct (Circuited Robot, Combat Unit)
12d10 HD +40 (106 hp)
Speed 50 ft. (10 squares)
Init: +0
AC 17; touch 8; flat-footed 17 (Natural Armor +9, -2 Size)
BAB +7; Grp +55
Attack Two Slams +47 (2d12 bludgeoning, 20/x2 +40), +42
Full-Attack Slam +47/+42/+42
Space 15x15 ft.; Reach 15 ft.
Special Attacks
Special Qualities DR 15/Titanium (or material with greater hardness), Assembled, Fueled, Spikes, Frightening Presence
Saves Fort +8 Ref +4 Will +1
Abilities Str 90, Dex 11, Con -, Int 4, Wis 4, Cha 10
Skills Intimidate +6, Jump +57
Feats Great Fortitude x2, Improved Overrun, Awesome Blow, Power Attack
Environment New New York
Organization URFL
Challenge Rating 12
Treasure Destructor's Mighty Fists of Destructive Pummeling (Weight: 8000lbs, Damage: 2d12 bludgeoning, Material: Titanium)
Alignment Chaotic Evil
Advancement by Level (Any Class)
Level Adjustment +4
NOTE: Destructor weighs 80 tons

Frightful Presence (Ex)

As a free action, at the beginning of each encounter, Destructor may roll one intimidate check. Anyone engaged in the encounter whom fails their save versus his check is shaken. The usual rules for frightful presence apply, with the exception that Destructor may intimidate opponents with greater HD than himself.

Spikes

Destructor's natural armor is considered spiked, as if it were regular huge sized spiked armor.

imp_fireball
2010-01-19, 07:56 PM
Hypnotoad

http://farm3.static.flickr.com/2493/3905762338_0c573cb14a.jpg
God dammit!! I want my nine min- ALL GLORY TO THE HYPNOTOAD!!
- Typical youtube comment, praising the GLORY THAT IS HYNOTOAD

Tiny Animal (Toad, Psionic)
1/4 d8 HD (1 hp)
Speed 10 ft. (2 squares)
Init: +1
AC 13; touch 13; flat-footed 12
BAB +0; Grp -13
Attack -
Full-Attack -
Space 1 ft.; Reach Occupy Space
Special Attacks Gaze
Special Qualities Amphibious, Low Light Vision, Toad Traits
Saves Fort +2 Ref +3 Will +2
Abilities Str 1, Dex 12, Con 10, Int 3, Wis 11, Cha 40
Skills Hide +17, Listen +4, Spot +4
Feats Alertness
Environment New New York
Organization Fox Network
Challenge Rating 1
Treasure
Alignment Chaotic Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Gaze (Psi-like)

This works just like any gaze attack in the SRD (http://www.d20srd.org/srd/specialAbilities.htm#gazeAttacks), but with the addition that a creature can also be affected by images of the toad (such as the toad's presence in a mirror, or upon a television screen, but not still pictures of the toad).

Any creature that catches sight of the toad must make a DC 10 + Toad Charisma modifier Will Save or be affected as if by dominate person until the toad discontinues use of the ability or the creature is significantly distanced from the toad (usually one mile apart and looking away). Creatures who have been affected in recent memory will continue to act as if charmed by the toad until 2d6 days have gone by. This ability is at will.

imp_fireball
2010-01-19, 07:58 PM
Nibbler

http://www.hookandneedles.com/wp-content/uploads/2008/11/nibbler1.jpg
Sometimes I fear we are cute.

Tiny Humanoid (Nibblonian, Psionic)
1d8 HD (4 hp), Aristocrat 1
Speed 20 ft. (4 squares)
Init: +4
AC 12; touch 12; flat-footed 12
BAB +0; Grp -9
Attack Bite -1 (1d3 -1 Piercing, 20/x2)
Full-Attack Bite -1
Space 2 ft.; Reach Occupy Space
Special Attacks Swallow Whole, Gorge, Heat Ray, Memory Wipe
Special Qualities Telepathic Commune, Stomach of Holding
Saves Fort +0 Ref +0 Will +5
Abilities Str 8, Dex 10, Con 10, Int 20, Wis 16, Cha 9
Skills Bluff +3, Profession (Ambassador) +7, Perform (Acting) +3, Knowledge (Planes) +9, Diplomacy +3, Listen +7, Intimidate +3, Survival +7
Feats Improved Initiative
Environment New New York
Organization With Planet Express Crew or Turanga Leela
Challenge Rating 6
Treasure
Alignment Lawful Neutral
Advancement by Level (Any Class)
Level Adjustment +6

Gorge (Ex)

Nibbler may initiate swallow whole with any creature within a 30ft. radius. Creatures so affected must make an opposed grapple check versus Nibbler's grapple (Nibbler receives a +40 circumstantial modifier to this check) or be immediately swallowed. Instead of ending up in Nibbler's stomach, creatures are transferred to an alternate dimension wherein they are immediately killed while somehow providing sustenance for Nibbler; however, Nibbler may will them not to die. Nibbler may also eat himself as an immediate action, thereby transporting himself to this alternate universe. There is no limit to Nibbler's capacity to consume.

Heat Ray (Su)

Nibbler's third eye may emit a heat ray as a standard action (range 90ft.) that deals 8d6 fire damage as a ranged touch attack - apply intelligence instead of dexterity modifier to attack roll. No save to resist.

Memory Wipe (Psi-like)

As a standard action, opposed by a DC 30 Will Save, Nibbler can rearrange the memories of any creature in front of him (any creature that has line of sight to him and glimpses his eyes) so that they suit what he has told them. The person is still free to choose whether or not they should believe their memories.

Telepathic Commune (Psi-like)

Nibbler can commune telepathically with a number of creatures within 30ft. of him as a free action. These creatures will automatically understand his language (sounding as to however it suits them). He has a +8 circumstantial modifier to diplomacy checks concerning these creatures.

Stomach of Holding (Ex)

Nibbler's stomach can hold seemingly infinite amounts of matter due to the paradox that it contains a rip in space/time to another universe. Nibbler can vomit any of the contents in this universe at any time as a move action (whether it be many of them, or just one item, etc.).

Nibblonians
- +8 to Fortitude saves to resist poison and disease
- Tiny Size
- All of Nibbler's special qualities and attacks listed above
- +8 Intelligence, +4 Wisdom, -2 Strength

imp_fireball
2010-01-19, 08:02 PM
Zoithulhu

http://content.ytmnd.com/content/f/f/7/ff77616dc3b6e7abcb024cfe1fbffc0b.jpg
Now open your mouth and lets have a look at that brain.....so I may devour it, mortal.

Medium Aberration (???)
2d6 HD (7 hp), Expert 2
Speed 30 ft. (6 squares)
Init: +0
AC 12; touch 9; flat-footed 13 (+3 Natural Armor)
BAB +1; Grp +3
Attack Claw +3 (1d3+2 Piercing, 20/x2)
Full-Attack Claw +3
Space 5 ft.; Reach 5 ft.
Special Attacks Ink, Behold, the threshold of madness!
Special Qualities Decapodian Traits, Construed Knowledge Avenue (Trait), Medical Miracle, Boredom-stink Gland, Empathy Bladder
Saves Fort +0 Ref +0 Will +0
Abilities Str 14, Dex 9, Con 10, Int 15, Wis 4, Cha 4
Skills Profession (Company Doctor) -2, Heal +2, Knowledge (Nature) +7, Bluff +2, Search +7, Perform (Comedy) -2, Swim +7, Intimidate +2, Diplomacy -2, Escape Artist +4, Gather Information -1
Feats Clarity of Madness
Environment New New York
Organization With Planet Express Crew
Challenge Rating 3
Treasure
Alignment Chaotic Evil
Advancement by Level (Any Class)
Level Adjustment +0

Behold, the threshold of madness! (Ex)

Whenever Zoithulhu grapples someone, he may begin violently sucking on their head (or wherever the creature's brain happens to be located). Although causing no damage, this forces the victim to perceive the threshold beyond the void of infinity. The victim is forced to make a will save (DC 30) or be confused for 1d20 rounds. A successful save will allow them to apply a +30 circumstantial modifier to their wisdom score. In addition, their madness score increases to 9, accompanied by a variety of symptoms.

imp_fireball
2010-01-19, 08:03 PM
John A. Zoidberg M.D.
http://upload.wikimedia.org/wikipedia/en/4/4a/Dr_John_Zoidberg.png
For one beautiful night I knew what it was to be a grandmother. Subjugated, yet honored.

Medium Monstrous Humanoid (Decapodian)
2d6 HD (7 hp), Expert 2
Speed 30 ft. (6 squares)
Init: +0
AC 12; touch 9; flat-footed 18 (+9 Natural Armor)
BAB +1; Grp +6
Attack Claw +6 (1d3+5 Piercing, 20/x2)
Full-Attack Claw +6
Space 5 ft.; Reach 5 ft.
Special Attacks Ink
Special Qualities Decapodian Traits, Construed Knowledge Avenue (Trait), Medical Miracle, Boredom-stink Gland, Empathy Bladder
Saves Fort +0 Ref +0 Will +0
Abilities Str 20, Dex 9, Con 10, Int 15, Wis 4, Cha 4
Skills Profession (Company Doctor) -2, Heal +2, Knowledge (Nature) +7, Bluff +2, Search +7, Perform (Comedy) -2, Swim +7, Intimidate +2, Diplomacy -2, Escape Artist +4, Gather Information -1
Feats Clarity of Madness (http://www.giantitp.com/forums/showthread.php?t=129960)
Environment New New York
Organization With Planet Express Crew
Challenge Rating 1
Treasure
Alignment Chaotic Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Decapodian

- Water Breathing (Ex) - Although not natural swimmers (they generally lounge like lobsters) Decapodians can breathe both above and below water, presumably to depths of 300ft. in standard (earth) gravity, without succumbing to overpressure damage. Decapodians are amphibious, and thus can breathe in air-filled atmosphere with oxygen content similar to that of earth (as humans).
- +9 natural armor
- Two claws as natural weapons (same as unarmed damage but lethal and piercing; may also deal non-lethal damage at option). No oppose-able thumbs, but can presumably wield human weapons and implements regularly.
- Can squirt ink (as octopus in SRD) as a swift action.
- +8 STR, -2 DEX, -2 CHA
- During mating season (occurs once in a life time), they acquire a +8 racial bonus to STR (stacks with existing racial bonus0 and are prone to flying into a rage in the presence of strangers (as frenzied berserker; DC 15 will save to resist); successfully mating results in immediate death

Ink (Ex)

As a swift action, black ink fills a 10x10x10ft. cube and lasts 2 + 1d4 rounds. Creatures caught in the space, must take a move action to whipe away ink or remain blind when moving outside of the space filled by ink. Each successive squirting requires 1d6 rounds to recover ink reserves. Ink only works underwater or zero-g environments - dissipating in just 1 round for the latter.

Boredom-stink Gland (Ex)

When bored, Dr. Zoidberg secretes a repulsive odor. This works just like troglodyte stench except that it causes creatures to be sickened for 1d4 rounds instead of 10.

Empathy Bladder (Ex)

Whenever Zoidberg seeks to comfort another creature, this will cause that creature to become enraged. Their attitude to Zoidberg will be one step lower. Additionally, the GM secretly rolls a DC 10 diplomacy check for Zoidberg. If failed, the attitude of the affected creature is lowered a further step. This diplomacy check cannot be used to improve the creature's attitude.

Construed Knowledge Avenue (Trait)

Select one scientific field.

Physics - Knowledge (Architecture and Engineering), Knowledge (Science and Technology), and Knowledge (Nature), concerning mundane energy forces
Biology - Knowledge (Nature), concerning living creatures, Heal
Chemistry - Knowledge (Science and Technology) concerning reactionary processes, Craft (Alchemy) concerning non-magical chemical compounds
Computer Science - Use Technological Device, Knowledge (Science and Technology) concerning computer logic
Mathematics - Knowledge (Science and Technology) concerning methodology and formula theories, Techcraft, concerning the use of equations and calculations
Electrical Engineering - Knowledge (Science and Technology) concerning electronic hardware

Receive a +4 to specific checks involving knowledge in the chosen field for use of the skills listed for that field. Receive a -4 to all other application of checks with those chosen skills. Receive a further +4 and -4 if you wish to narrow down your application of skill checks in your chosen field even further.

Ie. For biology, you might choose to know more about the anatomy of a specific species of creatures and so you receive a +4 to all knowledge (nature) and heal checks involving those creatures and -4 to checks for all other creatures.

Medical Miracle (Ex)

Whenever Zoidberg invokes clarity of madness, he may take 20 when performing surgery and ignore his WIS and cross-racial penalties for his heal skill.

imp_fireball
2010-01-19, 08:05 PM
Philip J. Fry
http://upload.wikimedia.org/wikipedia/en/2/28/Philip_Fry.png
I know Big Vinny said he was giving me the Kiss of Death, but I still think he's gay.

Medium Humanoid (Human)
2d4 +2 HD (7 hp), Commoner 2
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +1; Grp +1
Attack Unarmed +1 (1d3 bludgeoning, 20/x2)
Full-Attack Unarmed +1
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Lacking a Delta Wave, Synesthete
Saves Fort +0 Ref +0 Will +1
Abilities Str 10, Dex 11, Con 12, Int 5, Wis 12, Cha 8
Skills Profession (Crew Hand) +3, Profession (Delivery) +3, Use Technological Device +2, Ride +1
Feats Martial Weapon Proficiency, No Ones' Puppet (http://www.giantitp.com/forums/showthread.php?t=129960)
Environment New New York
Organization With Planet Express Crew or Prof. Farnsworth
Challenge Rating 1
Treasure
Alignment Neutral Good
Advancement by Level (Any Class)
Level Adjustment +0

Lacking a Delta Wave (Ex)

For reasons not immediately obvious to modern science, Fry's mind cannot be read telepathically. He is also immune to mental ability score draining psychic attacks stemming from telepathy (the psion's telepathy power list).

Synesthete (Ex)

Fry can smell and taste 'colors' of radiation, or at least radiation in colors. Thus, he can detect and distinguish the presence of wave radiation, but not the actual radiation itself; ie. he will be able to tell the difference between radio and microwaves; but not immediately realize that the waves are radio and microwaves or that they come from radios or microwaves.

He has a +8 bonus to survival checks to identify the source of said radiation as if he had both scent quality and track feat.

imp_fireball
2010-01-19, 08:06 PM
Turanga Leela
http://i184.photobucket.com/albums/x287/amarkwell_photos/Futurama/leela1.jpg
Well, at least here you'll be treated with dignity. Now strip naked and get on the probulator.

Medium Humanoid (Human)
1d10 + 2d6 HD (12 hp), Thug 1/Rogue 2
Speed 30 ft. (6 squares)
Init: +6
AC 12; touch 12; flat-footed 10
BAB +2; Grp +3
Attack Unarmed +3 (1d3+1 bludgeoning, 20/x2)
Full-Attack Unarmed +3
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 1d6
Special Qualities Cyclops (flaw), Evasion, Trapfinding
Saves Fort +2 Ref +5 Will -1
Abilities Str 13, Dex 14, Con 10, Int 12, Wis 8, Cha 11
Skills Pilot (Spacecraft) +8, Profession (Crew Captain) +5, Diplomacy +6, Knowledge (Local) +7, Open Lock +6, Tumble +7, Sense Motive +3
Feats Improved Unarmed Strike, Improved Initiative, Skill Focus (Tumble), Kicking Basics (SPY 80)
Environment New New York
Organization With Planet Express Crew
Challenge Rating 1
Treasure
Alignment True Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Cyclops (Minor Flaw)

Due to a genetic deformity, some radioactive mutation or otherwise, you have only one central eye instead of two. Receive -2 racial penalty to melee attacks made after moving or made against creatures that have moved prior to your initiative in the round.

You also receive a -2 penalty to appraisal checks made to judge renaissance era scenic portrait art that depends largely on the use of perception for the painting.

imp_fireball
2010-01-19, 08:08 PM
Hermes Conrad
http://theinfosphere.org/images/thumb/1/17/Hermes_Conrad.jpg/150px-Hermes_Conrad.jpg
I'm only annal 73.4% of the time!

Medium Humanoid (Human)
2d6 HD (7 hp), Expert 2
Speed 30 ft. (6 squares)
Init: +3
AC 13; touch 13; flat-footed 10
BAB +1; Grp +1
Attack Unarmed +1 (1d3 bludgeoning, 20/x2)
Full-Attack Unarmed +1
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities
Saves Fort +0 Ref +3 Will +3
Abilities Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 11
Skills Escape Artist +11, Profession (Accountant) +5, Profession (Administration) +5, Knowledge (Local) +7, Search +7, Concentration +5, Balance +8, Spot +5, Perform (limbo demonstration) +5
Feats Skill Focus (Escape Artist), Endurance
Environment New New York
Organization With Planet Express Crew or Prof. Farnsworth
Challenge Rating 1
Treasure
Alignment Lawful Neutral
Advancement by Level (Any Class)
Level Adjustment +0

imp_fireball
2010-01-19, 08:09 PM
Bender Bending Rodríguez
http://static.squidoo.com/resize/squidoo_images/-1/draft_lens2883732module18171382photo_1235793150Ben der002.jpg
Blackmail is such an ugly word. I prefer "extortion." The "X" makes it sound cool.

Medium Construct (Circuited Robot, Bending Unit)
3d10 HD +20 (36 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 19; touch 10; flat-footed 19 (Natural Armor +9)
BAB +2; Grp +22
Attack Slam +22 (1d6 +20 bludgeoning, 20/x2), or Belch
Full-Attack Slam +22
Space 5 ft.; Reach 5 ft.
Special Attacks Flaming Belch
Special Qualities Hardness, Assembled, Fueled, Body
Saves Fort +3 Ref +1 Will +2
Abilities Str 10, Dex 11, Con -, Int 11, Wis 12, Cha 13
Skills Intimidate +5, Sleight of Hand +7, Profession (Gambler) +5
Feats Great Fortitude, Skill Focus (Sleight of Hand)
Environment New New York
Organization With Planet Express Crew
Challenge Rating 4
Treasure Anything (some ideas - Jay Leno's pickled living head; bricks; jewelry, etc.)
Alignment Chaotic Evil
Advancement by Level (Any Class)
Level Adjustment +4

Assembled

Bender can extend his arms up to 15ft., but only for the purpose of sustaining an object or reaching to pick up or manipulate an object (not to attack). He may also remove any part of his body while still remaining 'alive', allowing him to animate each individual detached part, and then reattach each limb as a swift action/limb - even if none of his limbs are attached to his 'main body' at all. Bender is humanoid shaped.

Fueled

As a Bending Unit, Bender must regularly consume alcohol or mineral oil at least as often as a human eats in order to remain fully functional. Going without alcohol or mineral oil for more than a day causes Bender to gradually shut down and suffer a -1 morale penalty to all his checks (which stacks each week that he continues to survive without alcohol or mineral oil). The full process of shutting down takes 1d4 weeks, after which he is helpless and unconscious.

Flaming Belch

Bender prefers to vent his alcoholic fumes in a belch of chemical flame. This can deal 1d6 fire damage to adjacent targets as a touch attack and set flammable objects aflame. Bender is immune to his fires (fires that result from his own body).

Body

Bender's body is mostly composed of titanium. Titanium is equivalent to mithral. Bender takes damage as if he were a mithral object, hence energy damage does less and bender has hardness (15 for mithral).

Bender can also attempt an extreme effort as a full action. This extreme effort allows Bender to increase his maximum encumbrance by a multiplier of 5000 - but only when it would involve overhead lifting, off-ground lifting and/or pulling/dragging of single objects.

He can attempt an extreme effort to break or bend objects through sheer strength - he receives a +50 equipment bonus on such checks. Finally, if Bender charges (full action), he can blow past barriers making an appropriately sized hole with a strength check to burst through the barrier - he still receives the +50 equipment bonus for this check. Note that because Bender sacrifices a full action to perform this special charge, he cannot combine it with any attacks except those made as swift, immediate or free actions.

If any creatures interrupt Bender's path during this charge he must overrun them; he has a +9 equipment bonus on such checks.

imp_fireball
2010-01-19, 08:11 PM
Zapp Brannigan

http://api.ning.com/files/6apafUxya4o59uE4Z-JkG-E0YxesrxE6WLLAudEu6KXvvkPlP859LkkjPjZ9NbK4dyJMtpL9 0vgVZbGzl9PguHjSEdofhy1Q/3323375_zapp_brannigan.jpg
Erotic! EROTIC! EROTIC!!!!
- Zapp, accidentally flirting a tad openly

Medium Humanoid (Human)
3d8 HD (13 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 11; touch 11; flat-footed 10
BAB +2; Grp +3
Attack Unarmed +3 (1d3 bludgeoning, 20/x2 +1)
Full-Attack Unarmed +3
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Grin
Saves Fort +3 Ref +1 Will -1
Abilities Str 13, Dex 12, Con 10, Int 8, Wis 6, Cha 18
Skills Intimidate +8, Diplomacy +11, Perform (Sing) +5, Profession (Starship Captain) +1
Feats Skill Focus (Diplomacy), Run, Dodge
Environment Earth, Democratic Order of Planets
Organization With Crew (includes Kif)
Challenge Rating 2
Treasure Hideously Revealing Red Uniform
Alignment Lawful Evil
Advancement by Level (Any Class)
Level Adjustment +0

Grin

Zapp Brannigan can make diplomacy checks as a full round action to get what he wants (instead of the usual amount of time it takes to effect a person's attitude).

imp_fireball
2010-01-19, 08:12 PM
Eric Cartman
http://www.ugo.com/tv/tv-villains/images/entries/eric-cartman.jpg
Ah... yes, the perfect plan. The perfect plan, you guys... yes... it will all go according to plan, you guys.... mmm, now let's see here...
- Eric Cartman scheming

Small Humanoid (Human)
1d8 HD +1 (5 hp)
Speed 20 ft. (4 squares)
Init: +4
AC 10; touch 10; flat-footed 10
BAB +0; Grp +0
Attack Unarmed -2 (1d3 bludgeoning, 20/x2 -2)
Full-Attack Unarmed -2
Space 5 ft.; Reach 5 ft.
Special Attacks Whine
Special Qualities Manifest Hatred, Gluttony
Saves Fort +3 Ref +0 Will -2
Abilities Str 6, Dex 10, Con 12, Int 14, Wis 6, Cha 16
Skills Intimidate +5, Diplomacy +10, Perform (Oratory) +5, Bluff +7, Heal +2, Perform (Sing) +4, Sleight of Hand +3
Feats Skill Focus (Diplomacy), Improved Initiative
Environment South Park, Colorado, US of A
Organization With friends (Stan, Kyle, Kenny), or Mother
Challenge Rating 1
Treasure Blue Toque with Yellow Puff Ball, Red Coat, Mittens, Brown Pants and Black Shoes
Alignment Neutral Evil
Advancement by Level (Any Class)
Level Adjustment +0

Whine

At will, Cartman can whine to get what he wants. This works with anyone who is considered to be one category above associate towards him (as per Rich Burlew's diplomacy relationship rules) without need of a diplomacy check. He may also use this ability to make a diplomacy check (DC = opposed Will save) as an immediate action to convince an attacker to back down, assuming the attacker does not have the worst relationship category towards him (Nemesis).

Manifest Hatred

If something very disagreeable to Cartman's nature (generally, in association with his alignment) occurs to him that may have a prolonged affect on him (such as a compulsion, etc.), a demon within Cartman composed entirely of his hatred manifests and takes control of the child. His body becomes a kaleidoscope of changing skin colors. Cartman can expend this ability (when granted) to shake off a compulsion however it will cause him to enter an uncontrollable frenzy (as the frenzied berserker's ability) for 1d4 rounds, after which he is fatigued (and must recover from the status normally).

Gluttony

Although Cartman will never die from over eating, he will certainly grow. It will also takes months instead of weeks for him to die of starvation. The kid is that much of a fat ass.

imp_fireball
2010-01-19, 08:13 PM
Homer J. Simpson
http://www.topnews.in/files/homer_simpson.jpg
Oooooowaaaaaeeeeghhh....

Medium Humanoid (Human)
1d8 HD -2 +3 (5 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +0; Grp +1
Attack Unarmed +1 (1d3 bludgeoning, 20/x2 + 1)
Full-Attack Unarmed +1
Space 5 ft.; Reach 5 ft.
Special Attacks Don't mind if I do!, Hulk Homer
Special Qualities Squishy
Saves Fort +2 Ref +0 Will +1
Abilities Str 13, Dex 10, Con 7, Int 4, Wis 10, Cha 10
Skills Intimidate +2, Diplomacy +2, Perform (String Instruments) +2 (Guitar +4), Craft (Model) +1
Feats Toughness, Great Fortitude
Environment Springfield, USA
Organization With anyone residing in Springfield - usually Moe's patrons, Simpson family, or local nuclear power plant
Challenge Rating 1
Treasure TV remote, Duff Beer (Can or Bottle), Blue Pants and Over Sized White Office/T-Shirt, Black Shoes
Alignment Chaotic Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Don't Mind if I do!

When threatened, Homer can enter a spout of utter insanity a number of times per day equal to 1 + his WIS modifier. During this phase he gains DR 10/-, a slam (1d8+STR), +4 STR, Improved Grapple, and is considered proficient with any improvised weapon he wields. The rage lasts for 1d4+WIS modifier rounds. The rage ends prematurely if Homer glimpses a reflection of himself, at which point he is also considered shaken for 1 round.

Hulk Homer

At the beginning of each day, roll WIS Modifier x 8. If Homer is enamored with stress a number of times that exceed this rolled number during the day, he may transform into a monster of pure frustration and rage. His normally yellow palor turns green, he acquires +8 STR, proficiency with any improvised weapon he wields, and +4 to intimidate checks. The rage lasts for 1d20 rounds, after which Homer is fatigued (must recover from the condition normally).

Squishy (Ex)

Ooooow.... Owwwwww how how how how!!!
- Homer getting his arse handed to him, as usual.

Whenever Homer enters total defense, or is otherwise unable to resist an effect or damage, he acquires DR equal to his hp + FORT save (roll FORT save). Any damage that exceeds this DR may be instantly regenerated to 1 hp as long as Homer does not actively fight back against the force that damages him (when it is considered possible to fight back). Homer still requires a trip to the local hospital in order to be 'good as new' however.

Ie. Homer falls out of a plane and suffers 20d6 falling damage. The damage is regenerated and on the next round, instead of being dead, homer is considered at 1 hp and stabilized. However he can not recover beyond this point until he is transported to a hospital (which requires the assistance of some other force like an ambulance). If homer attempts to perform actions in his state of being at 1 hp, he will still need to roll to determine if he falls unconscious as per the ordinary rules.

imp_fireball
2010-01-19, 08:16 PM
The Joker CR 18
Male Toxin Tainted Human Rogue 12, Streetfighter (CA 79) 5
CE Medium Humanoid (Human)
Init: +6, Senses: Listen: +1, Spot: +1
AC: 13 (+3 Dex), Touch: 13, Flat-Footed: 10
HP: 121 (12d6+5d8+51)
Fort: +11, Ref: +12 (+16 against traps), Will: +8
Immune: Mental Ability Score Damage and Drain, Mind-Affecting Effects, Pain Effects
Resist: Evasion, Uncanny Dodge, Improved Uncanny Dodge, Stand Tough 2/Day
Speed: 30 ft.
Melee: Dagger +17/+12/+7 Melee (1d4+2, 19-20)
Ranged: Dagger +17/+12/+7 Ranged (1d4+2, 19-20)
or Handgun (treat as MWK hand crossbow) +18/+13/+8 Ranged (1d4+2, 19-20)
Base Atk: +14, Grp +16
Special Actions: Combat Expertise, Combat Reflexes, Improved Feint, Opportunist, Quick Draw, Sneak Attack +7d6
Abilities: Str: 14, Dex: 17, Con: 16, Int: 18, Wis: 12, Cha: 16
SQ: Madness Score: 7, Toxic Blood (DC 21, Initial and Secondary Damage 1d3 Wis and 1d3 Con), Trapfinding
Feats: Audacious Certainty*, Combat Expertise, Combat Reflexes, Fear Nothing*, Feel No Pain*, Improved Feint, Insane Confidence*, No One's Puppet*, Quick Draw, Unbreakable*, Unpredictable*, Weapon Finesse
Skills: Appraise: +9, Balance: +10, Bluff: +23, Climb: +7 (+9 involving ropes), Craft (Poison): +19, Diplomacy: +17 (+10 on checks made to influence sane creatures), Disable Device: +14, Disguise: +13 (+15 to act in character, +8 when impersonating sane creatures), Escape Artist: +18 (+20 involving ropes), Forgery: +9, Gather Information: +12 (+5 on checks made to influence sane creatures), Hide: +13,
Intimidate: +15 (+22 on checks made to influence sane creatures), Jump: +9, Knowledge (Local): +11, Listen: +1, Move Silently: +13, Open Lock: +13, Perform (Comedy): +7, Search: +14, Sense Motive: +9, Sleight of Hand: +11, Spot: +1, Survival: -6, Tumble: +10, Use Rope: +8 (+10 involving bindings)

*These feats are from my madness feat system (http://www.giantitp.com/forums/showthread.php?t=129960) (which actually was partially inspired by the Joker).

I used 32 point-buy for abilities and the fractional BAB and Save system from Unearthed Arcana.


The Joker's chemical dive (this is Comicverse!Joker) instilled him with his unique coloration, crazy (awesome) and poison blood, so I whipped up the Toxin Tainted template.

Toxin Tainted
Str +2, Dex +2, Con +4
Insanity: A toxin tainted creature gains 5 bonus madness feat (http://www.giantitp.com/forums/showthread.php?t=129960).
Toxic Blood: A toxin tainted creature has poisonous blood. A creature who bites a toxin tainted character is exposed to the poison (DC 10 + 1/2 HD + Con Mod, Initial and Secondary Damage 1d3 Wis and 1d3 Con).
Challenge Rating: +1
Level Adjustment: +1

Blah, blah, blah.

TabletopNuke
2010-01-20, 09:16 PM
Why does Ghost Wizard have a Constitution score? Typo?

Could you please credit me with the Joker on the new post? (Quote tags around the original post?)

That table of contents is a huge help!

imp_fireball
2010-01-21, 01:10 PM
Why does Ghost Wizard have a Constitution score? Typo?

Typo.



Could you please credit me with the Joker on the new post? (Quote tags around the original post?)

I put it under your name in the OP. :P

TabletopNuke
2010-01-21, 10:45 PM
I put it under your name in the OP. :P

Thank you!:smallsmile:

imp_fireball
2010-01-26, 02:19 AM
Gordito Delgado

http://www.japong.net/Gordito.jpg
And... they tried to take the guns from me and... I just freaked out and grew this mustache?! And now it's like... I get this weird respect all the time! And I don't know what to do! So I guess I'll stop being a geek and be a gunslinger!

Medium Humanoid (Human)
7d10 HD (38 hp), Fighter 7
Speed 30 ft. (6 squares)
Init: +8
AC 14; touch 14; flat-footed 10
BAB +7; Grp +7
Attack Revolver +11 (1d6 Piercing, 19-20/x3)
Full-Attack Revolver +11/+6
Space 5 ft.; Reach 5 ft.
Special Attacks Bandito Rage
Special Qualities Mustache, Twelve Year Old Bad Ass
Saves Fort +5 Ref +6 Will +4
Abilities Str 10, Dex 19, Con 10, Int 16, Wis 14, Cha 9
Skills Bluff +9, Sense Motive +12, Ride +14, Jump +10, Tumble +14, Handle Animal +13, Use Technological Device +7
Feats Point Blank Shot, Rapid Shot, Two Weapon Fighting, Double Tap, Many Shot, Improved Two Weapon Fighting, Rapid Reload
Environment Mcninja Residence
Organization Dr. Mcninja
Challenge Rating 7
Treasure Dual Revolvers
Alignment Neutral Good
Advancement by Level (Any Class)
Level Adjustment +0

Mustache

Gordito's mustache demands the respect of his peers. He receives a +8 circumstantial modifier to diplomacy, intimidate, gather information and handle animal checks.

Twelve Year Old Bad Ass

Bluff, Tumble and Use Technological Device are class skills for Gordito.

Bandito Rage (Ex)

A number of times per day equal to his HD + charisma modifier, Gordito can fly into a rage that grants +4 dexterity, +8 circumstantial modifier to AC, and 15ft. additional base movement speed. This rage lasts for 4 + constitution modifier rounds. Afterwords, Gordito is fatigued for the rest of the encounter.

Revolver (Martial Weapon)

The revolver is considered a light weapon. As a firearm, it is semi-automatic (auto cycling). Its cylinder contains six bullets. It may be fired from a mount, or while prone, without penalty. Reloading is a move action (reduced to a free action with Rapid Reload), but a full action if non-proficient.

The rapid shot and many shot feats can provide additional attacks to any revolver held and wielded proficiently in accordance to wielder's BAB instead of just one additional attack to one weapon in accordance to the wielder's BAB.

TabletopNuke
2010-01-26, 02:08 PM
Ha ha! I have no idea who Gordito Delgado is, but he makes me laugh.

His rage seems quite overpowered, though. The number of times/day a barbarian can rage isn't determined by their Con, and they can't rage anywhere nearly as often as Gordito.

imp_fireball
2010-01-27, 02:55 AM
Ha ha! I have no idea who Gordito Delgado is, but he makes me laugh.

His rage seems quite overpowered, though. The number of times/day a barbarian can rage isn't determined by their Con, and they can't rage anywhere nearly as often as Gordito.

But Gordito grew a mustache with his own will so of course he can rage more often then a barbarian.

DracoDei
2010-01-27, 03:35 AM
Trust me... he needs the rage to keep up with the guy he is the side-kick to... Dr McNinja...

imp_fireball
2010-01-27, 03:35 AM
Dan Mcninja

http://drmcninja.com/mcninja-images/dan.gif
There are seven ghost wizards on the planet. Each one knows a different three spells. I don't know which one we'll be facing. You have less than a day to learn how to defend against 21 spells. ... We're going to start with the fire spells.
- Dan Mcninja, prior to attacking Gordito and DSM with a flamethrower

Medium Humanoid (Human)
15d6 HD (67 hp), Ninja 15
Speed 30 ft. (6 squares)
Init: +19
AC 32; touch 32; flat-footed 17 (Dex +15, Misc +7)
BAB +11/+6/+1; Grp +21
Attack Unarmed +27 (1d6+10 Bludgeoning, 20/x2), or Shuriken +27 (1d2 Piercing, 20/x2), or Katana +27 (1d8+10 Slashing, 19-20/x3)
Full-Attack Unarmed +27/+22, or Shuriken +27/+22, or Katana +27/+22
Space 5 ft.; Reach 5 ft.
Special Attacks Sudden Strike 8d6, Ghost Mind, Ghost Strike
Special Qualities Ki Power, Trap Finding, Ghost Step (ethereal), Poison Use, Great Leap, Acrobatics +4, Ki Dodge, Evasion, Speed Climb, Improved Poison Use, Just a Ninja, Mcninja Code of Honor, Mustache, Store Toxin, Fire Resistance 15
Saves Fort +6 Ref +24 Will +9
Abilities Str 30, Dex 41, Con 12, Int 11, Wis 18, Cha 14
Skills Gather Information +28, Move Silently +33, Hide +33, Spot +22, Tumble +37, Jump +36, Climb +20, Sleight of Hand +24, Balance +17, Pilot (Aircraft) +17
Feats Improved Initiative, Improved Unarmed Strike, Blind fight, Quick Draw, Two Weapon Fighting, Improved Critical, Leadership
Environment Mcninja Abode
Organization Mcninja Family
Challenge Rating 15
Treasure Gray Gas Grenades, Katana, Infinite Shurikens (All variety of energy types, including holy)
Alignment Lawful Evil
Advancement by Level (Any Class)
Level Adjustment +2

Store Toxin [Perk]
Prerequisite: At least Base Fortitude +5

If you succeed on a fortitude save versus a poisonous effect, you may conserve the harmful substance in your body for up to 1d4 + constitution modifier days. In this way, you can utilize parts of the body, such as your tongue, to poison at will, and the poison is considered to take affect in this way, assuming it can be effectively transmitted under the circumstances. For combat circumstances, you may transmit up to the maximum amount of poison (as determined at GM discretion, usually the chance to transmit poison in this way applies only once or twice), as a touch attack via ie. spitting, or tearing (using your eyes to squirt the substance to a part of the enemy's body wherein the poison can be transmitted). The touch attack may only target adjacent spaces (this talent doesn't assume you won any spitting or tearing competitions).

imp_fireball
2010-06-15, 01:12 AM
Roger the Alien
God! Who do you have to probe around here to get a Chardonnay?

Medium Humanoid
1d8 HD -2 (2 hp)
Speed 15 ft. (3 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +0; Grp -3
Attack Unarmed -9 (1d3-3 bludgeoning, 20/x2)
Full-Attack Unarmed +1
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Non Combatant, Fire Resistance 20, Highly Flammable, Golden Feces
Saves Fort -2 Ref +0 Will +0
Abilities Str 4, Dex 10, Con 7, Int 10, Wis 10, Cha 14
Skills Disguise +7, Perform (Acting) +6
Feats Skill Focus (Disguise)
Environment Smith's House
Organization With Smith Family
Challenge Rating 1/2
Treasure None (but he does have a lair containing a closet filled with his disguises)
Alignment Chaotic Evil
Advancement by Level (Any Class)
Level Adjustment +0

Highly Flammable

Roger requires a DC 20 reflex save in order to avoid catching fire from even the slightest mundane sources (only applies when he would suffer fire damage from such sources - don't factor in resistance for this), instead of a DC 15. He is not allowed a +4 bonus to reflex saves when attempting to extinguish himself with an aid such as a 'cloak' or spending a full action to roll on the ground. When catching on fire, he also cannot douse himself with fire retardent (ie. appropriate chemicals, extinguisher foam and/or water), as he will simply keep burning.

Golden Feces

Roger excretes, when he feels the need to (as any human might; after all, everybody poops), hewn golden feces encrusted with various jewels. Their worth is roughly equivalent to a few dozen grams to 1 pound of gold in addition to the jewels. It's worth usually ranges from about 8000gp - 20,000gp. Multiply this value by 200 to get its approximate worth in US dollars.

Weird Bottom-heavy Gray Alien (Race)

Roger descends from a race of weird bottom-heavy gray colored aliens. They all have fire resistance 20, excrete golden feces and are highly flammable. On standard, they all have -2 Str, -2 Con, and +4 Cha; the latter is developed from their tendency to complain, perhaps developed from their incredibly long life spans (likely commited to extended social dialogues).

They are usually chaotic and neutral or evil aligned, because if they don't behave like complete unaltruistic *******s (really, only verbal jerkitude is necessary rather than jerk actions), then they actually risk becoming sick and dying.

Their base move speed is 15ft., but wearing heavy and medium armor only reduces them to a base move of 10ft. Armors similar to dwarven mountain plate may reduce them to as much as 5ft. of base move.

Jerk-lack Sickness

Infection: Mental state of mind - must have commited at least 1d6 nice actions, physical or verbal, in the past week or current week (takes affect immediately). Will alternately (as well) risk being infected within a week of not performing 1d20 mean/unfriendly verbal or physical actions.
Infection Prerequisite: Race must be Weird Bottom-heavy Gray Alien
Save: Will DC 20
Incubation: 1 hour
Effects: 2 Con damage +1 per hour.
Cure: 1d4 mean/unfriendly actions, physical or verbal (extended, commited dialogue for the latter). Once cured, continuing to perform mean/unfriendly physical or verbal actions immediately heals any Con damage suffered by the disease (1d4 per mean/unfriendly physical or verbal action).

imp_fireball
2010-06-15, 01:13 AM
Future Cyborg Stan Smith

Medium Living Construct (Fighter 1, Warrior 2)
1d10 + 2d8 HD +3 (17 hp)
Speed 30 ft. (6 squares), Flight 800ft. (Above Average)
Init: +7
AC 17; touch 11; flat-footed 16 (+6 Natural Armor, +1 Dex)
BAB +0; Grp +1
Attack Unarmed +4 (1d6 bludgeoning, 20/x2 + 2)
Full-Attack Unarmed +4
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Bipolar, Aggressive, Cyborg
Saves Fort +4 Ref +2 Will +4
Abilities Str 19, Dex 12, Con 12, Int 12, Wis 13, Cha 14
Skills Intimidate +7, Tumble +7, Gather Information +7, Climb +7
Feats Iron Will, Improved Unarmed Strike, Quick Draw, Improved Initiative
Environment USA
Organization With Smith family or CIA
Challenge Rating 2
Treasure Suit and Tie
Alignment Neutral Evil
Advancement by Level (Any Class)
Level Adjustment +0

Aged

Future Cyborg Stan Smith has aged six categories from Stan Smith, thus he has a +3 age related bonus to Wisdom, but not Charisma or Int since he already has all the life experience he needs in regards to those areas (for humans, aging any categories beyond venerable such as venerable +1, +2, etc. don't impose further penalties to physical ability scores, or bonuses to charisma and intelligence, since they don't find ways of learning faster or influencing others but instinctive knowledge always grows). Since he's a cyborg and his middle age body had been cryogenically frozen until such a year in which the technology was available to make him a cyborg, he suffers none of the penalties related to further aging.

Cyborg (template)

- Shift type to living construct
- Acquire Rocket Boots
- +4 Str
- +6 Natural Armor; incur a -3 armor check penalty
- 100% electrical vulnerability
- Acquire additional equipment slots for chest, arms and head region (four each). Applying equipment to these slots means they count as a part of the Cyborg's body (cannot be removed via disarm), rather then simply worn.

Debihuman
2010-06-15, 05:47 AM
I don't see Roger the Alien as being Human at all. I think he's better off as s Humanoid (Alien), especially with his grey skin and oversized head. He is also fireproof.

Debby

imp_fireball
2010-06-15, 02:11 PM
I don't see Roger the Alien as being Human at all. I think he's better off as s Humanoid (Alien), especially with his grey skin and oversized head. He is also fireproof.

Debby

Yeah, I'm reserving spots for those two (notice how roger has the same block as homer?). I'll put in details later when I have the time.


He is also fireproof.


And simultaneously, VERY FLAMMABLE. Although that just may be rule of funny.

imp_fireball
2010-06-15, 02:26 PM
Stan Smith

Medium Humanoid (Fighter 1, Warrior 2; Human)
1d10 + 2d8 HD +3 (17 hp)
Speed 30 ft. (6 squares)
Init: +7
AC 10; touch 10; flat-footed 10
BAB +0; Grp +1
Attack Unarmed +4 (1d6 bludgeoning, 20/x2 + 2)
Full-Attack Unarmed +4
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Bipolar, Aggressive
Saves Fort +4 Ref +2 Will +2
Abilities Str 15, Dex 12, Con 12, Int 12, Wis 10, Cha 14
Skills Intimidate +7, Tumble +7, Gather Information +7, Climb +7
Feats Iron Will, Improved Unarmed Strike, Quick Draw, Improved Initiative
Environment USA
Organization With Smith family or CIA
Challenge Rating 2
Treasure Suit and Tie
Alignment Neutral Evil
Advancement by Level (Any Class)
Level Adjustment +0

imp_fireball
2010-06-15, 02:32 PM
Klaus

Diminutive Magical Beast
1/4 HD (1 hp)
Speed 5 ft. (1 square), 10ft. swim (2 squares)
Init: +0
AC 14; touch 14; flat-footed 10
BAB +0; Grp +1
Attack Unarmed -4 (1 -4, bludgeoning nonlethal, 20/x2)
Full-Attack Unarmed -4
Space 5 ft.; Reach Occupies Space
Special Attacks None
Special Qualities Telepathic Connection
Saves Fort +0 Ref +0 Will +1
Abilities Str 3, Dex 10, Con 7, Int 12, Wis 10, Cha 12
Skills Intimidate +4, Sense Motive +4
Feats Great Fortitude
Environment Stan Smith's House
Organization With Smith Family
Challenge Rating 1/8
Treasure Fish Bowl
Alignment Chaotic Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Telepathic Connection (Su)

If Haley Smith is within 60ft. of Klaus (or vice versa), both Haley and Klaus can communicate as normal telepathy.

Klaus is an awakened fish. He can breathe underwater and above water, but otherwise sleeps, eats and talks (above and underwater) as normal.

Debihuman
2010-06-16, 04:38 AM
Somehow Klaus strikes me as a Magical Beast via the Awakened spell. What do you think?

Debby

imp_fireball
2010-07-12, 05:57 PM
Mr Butlertron

http://www.poptranshumanism.com/wp-content/uploads/2010/03/butlertron.gif
"Your friend" should listen to her heart. I'm not programmed to wink but if I were programmed to wink I would have winked when I said "your friend".

Small Construct
1d10+10 (15 Hp)
Speed 20 ft. (4 squares)
Init: +0
AC 14; touch 8; flat-footed 16 (+6 Natural Armor)
BAB +0; Grp +1
Attack Unarmed -4 (1d3 Piercing nonlethal, 20/x2)
Full-Attack Unarmed
Space 5 ft.; Reach 5ft.
Special Attacks None
Special Qualities Databank, Clumsy Body
Saves Fort +2 Ref +0 Will +1
Abilities Str 11, Dex 7, Con -, Int 16, Wis 12, Cha 8
Skills Sense Motive +5, Knowledge (Everything) +15, Decipher Script +7, Spot +5, Listen +5
Feats Great Fortitude
Environment Clone High
Organization Clone High
Challenge Rating 1
Treasure Lovely Red Cardigan Sweater
Alignment Neutral Good
Advancement by Level (Any Class)
Level Adjustment +0

Databank

Mr Butlertron's databank gives him a +8 equipment bonus to all knowledge checks. He also possesses bardic lore, using his ECL as if it were his bard level for such checks.

Clumsy Body

Mr B requires a full round action to stand while prone rather then a move action. His natural armor bonus imposes a -4 armor check penalty.

Lovely Red Cardigan Sweater

The Lovely Red Cardigan Sweater is like any normal Red Cardigan Sweater except that it radiates charm. Anyone who sees Mr B automatically shifts their attitude towards him to friendly - unless already friendly, hostile, or of a higher attitude category. The affect is supernatural.

imp_fireball
2010-08-17, 11:20 PM
Kick Ass (Dave Lizewski)

http://1.bp.blogspot.com/_CJenGnUO9ys/SvwQPuKk7VI/AAAAAAAAAcQ/CdOAbvmhm4k/s400/KickAss2%5B1%5D.jpg
The three *******s, laying into one guy while everybody else watches? And you wanna know what's wrong with me? Yeah, I'd rather die... so bring it on!
*Gang banger's response* You're crazy kid.

Medium Humanoid (Commoner 1)
1d4 (2 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +0; Grp +0
Attack Unarmed +0 (1d3 bludgeoning, 20/x2 +2) or Tonfa -4 (1d4 Bludgeoning)
Full-Attack Unarmed +0
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Inexperienced, Not a Killer
Saves Fort +2 Ref +0 Will -1
Abilities Str 10, Dex 11, Con 10, Int 12, Wis 8, Cha 11
Skills None (16 skill points available)
Feats Great Fortitude, Heroic Surge
Environment New York, USA
Organization Alone
Challenge Rating 1/8
Treasure Wet Suit, Tonfas
Alignment True Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Inexperienced [Trait]

Any skill points you acquire need not be invested in ranks. You may instead place them in a separate 'Unspent Skill Points' pool to invest at any later time at your choosing.

However, having not risked your life nearly enough times, you suffer from a -4 morale penalty to resist any mind affecting condition (supernatural, extraordinary, mundane or otherwise) that results in fear.

You must make a morale check (charisma check - DC 10) to compose yourself when making any contact with sapient (Int 3 or higher) strangers, or suffer from a -4 circumstantial penalty to perform any skills that would affect said creatures in some manner.

Not a Killer [Flaw]

Any damage you deal with melee weapons is instead non-lethal damage. You must take a -4 penalty on any attack with a melee weapon for which you wish to deal lethal damage.

imp_fireball
2010-08-18, 06:35 PM
Hit Girl

http://unrealitymag.com/wp-content/uploads/2009/04/hit-girl.jpg
Aww dude, that is one *gay* looking taser.

Small Humanoid (Street Ninja 4)
4d6 (14 hp)
Speed 30 ft. (6 squares)
Init: +8
AC 17; touch 17; flat-footed 13
BAB +0; Grp +0
Attack Katana +10 (1d8 +4 Slashing or Piercing, 19-20/x3) or Sub Machine Gun +9 (1d6 Piercing)
Full-Attack Katanas +8/+8 or Sub Machine Gun +9
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Hardness 2 (versus ranged weapons only), Back to the Wall
Saves Fort +2 Ref +0 Will -1
Abilities Str 7, Dex 19, Con 10, Int 12, Wis 14, Cha 11
Skills Tumble +15, Jump +13, Climb +9, Spot +7
Feats Improved Initiative, Weapon Finesse, Two Weapon Fighting, Weapon Focus (Katana)
Environment New York, USA
Organization With Big Daddy
Challenge Rating 4
Treasure Purple Skirt, Fake Purple Hair, Cheesey Cape, Guns, Knives and Katanas, Kevlar Under Vest
Alignment Chaotic Evil
Advancement by Level (Any Class)
Level Adjustment +0

Back to the Wall [Perk]

If Hit Girl is fighting adjacent to a barrier (a space that normally requires a climb check to move through and would elevate a climber at least 4 feet), she receives a +2 bonus on spot checks. Additionally, if she chooses to fight defensively while adjacent to such a barrier, she gains an additional +2 circumstance bonus to her AC.

New Class

Street Ninja

Radical! Party on! And then kill kill kill!

HD: d6
Skill Points: 2 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Heal, Jump, Knowledge(Local), Listen, Sense Motive, Spot, and Tumble

Proficiencies: Katana, Special Monk Weapons, Light and One Handed Firearms, All Simple Weapons. The Street Ninja isn't proficient with any shields or armor heavier than light.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0| Great Leap, Razor Attack, Sudden Strike +1d6

2nd|
+2|
+0|
+3|
+0| Acrobatics +2, Ninja Zen, Hard to Trace, Kip Up

3rd|
+3|
+1|
+3|
+3| Slayer's Style, Uncanny Dodge, Covered Evader, Sudden Strike +2d6

4th|
+4|
+1|
+4|
+4| Boundless, Make Sure They're Dead, Wild Diver, Acrobatics +4

5th|
+5|
+1|
+4|
+1| Wall Run, Camoflage, Sudden Strike +3d6

6th|
+6/+1|
+2|
+5|
+2| Acrobatics +6, Evasion

7th|
+7/+2|
+2|
+5|
+2|Improved Slayer's Style, Bonus Feat, Sudden Strike +4d6

8th|
+8/+3|
+2|
+6|
+2| Water Run, Feign Death, Zen Enigma +2, Acrobatics +8

9th|
+9/+4|
+3|
+6|
+3| Improved Uncanny Dodge, Scampering Steal, Sudden Strike +5d6, Air Run

10th|
+10/+5|
+3|
+7|
+3| Poison Use, Gymnast's Second Nature, Acrobatics +10

11th|
+11/+6/+1|
+3|
+7|
+3| Hide in Plain Sight, Swift as Shadow, Sudden Strike +6d6

12th|
+12/+7/+2|
+4|
+8|
+8| Greater Slayer's Style, Sudden Leap, Zen Enigma +4, Acrobatics +12

13th|
+13/+8/+3|
+4|
+8|
+8| Slayer's Fury 1/hour, Sudden Strike +7d6

14th|
+14/+9/+4|
+4|
+9|
+4| Great Ninja Zen, Improved Evasion, Acrobatics +14

15th|
+15/+10/+5|
+5|
+9|
+5|Bonus Feat, Improved Poison Use, Sudden Strike +8d6

16th|
+16/+11/+6/+1|
+5|
+10|
+5| Silent Take Down, Slayer's Fury 2/hour, Zen Engima +6, Acrobatics +16

17th|
+17/+12/+7/+2|
+5|
+10|
+5| Ultimate Slayer's Style, Sudden Strike +9d6

18th|
+18/+13/+8/+3|
+6|
+11|
+6| Slayer's Fury 3/hour, Acrobatics +18

19th|
+19/+14/+9/+4|
+6|
+11|
+6| Bonus Feat, Incognito, Sudden Strike +10d6

20th|
+20/+15/+9/+5|
+7|
+12|
+7| Slayer's Fury 1/encounter, Assassin's Over Kill, Zen Enigma +8, Acrobatics +20[/table]

Great Leap (Ex)

The Street Ninja can jump as if they had made a running start without actually moving the necessary 20ft. They also receive a +4 class bonus to jump checks.

Sudden Strike

As Sudden Strike for Ninja (Complete Adventurer), however the Street Ninja may also make Sudden Strikes unarmed - except that the additional damage provided by the Sudden Strike is instead non-lethal, unless the regular damage from the attack is lethal damage.

Razor Attack

If the Ninja attacks with a finessable weapon, they may apply their dex modifier to damage on all attacks made with the weapon. Additionally, if they took the weapon finesse feat, they may peform power attacks with the weapon - this is the same as power attack, with the exception that damage is always BAB*1 whether or not the weapon is off-hand and only BAB*1.5 if the weapon is wielded in two hands.

If they take weapon focus with a weapon that can benefit from weapon finesse - critical multiplier when wielding that weapon with the weapon finesse feat is increased by 1 (thus x2 becomes x3, etc.). This stacks with any other critical multiplier increasing affects.

Bonus Feat

Bonus feats must be selected from the fighter bonus feat list.

Hard to Trace

The base DC to track a Street Ninja is at +10.

Kip Up

The Street Ninja can stand up from prone or kneeling as a free action on their turn. This does not provoke attacks of opportunity.

Acrobatics

At second level, the Street Ninja receives a +2 Class Bonus to all Climb, Jump, and Tumble checks. This bonus raises by +2 every two levels of Street Ninja thereafter.

Ninja Zen

The Ninja may now apply their Wisdom modifier as a bonus to both their flatfooted and touch AC. At 14th level, their Wisdom modifier applies as a bonus to all their saves.

Covered Evader

If the Ninja has hard cover against an effect that ordinarily provokes a reflex save from them, they may acquire the affects evasion against such an effect.

Slayer's Style

At 3rd level, the Street Ninja may select one style of killing that improves at higher levels.


Thrower

At third level, the Ninja acquires 'Throw Anything' as the feat. They may apply their dex bonus to attack and damage with any thrown weapon.

At seventh level, they may throw +1d4 additional weapons per round that are identical in damage die and damage type to the one thrown before then (ie. if they throw a shuriken, they may throw 1d4 additional shurikens), assuming they are carrying/holding and/or able to draw them swiftly enough to comprise all of those attacks during their turn. This effect applies only if they sacrifice at least a standard action towards making attacks.

At 12th level, they may throw while hiding and continue hiding without penalty. However, hiding after making a ranged attack still requires a move action. They may throw +3d4 additional weapons that are with all the limits to receiving this affect that they had at 7th level.

At 17th level, they may throw +5d4 weapons and may allow each weapon to duplicate all supernatural, extraordinary, spell-like (etc.) effects of the one thrown prior to any of these additional weapons (ie. if they throw a flaming burst shuriken, then 5d4 shurikens thrown afterwards all have the flaming burst property at-will in addition to other properties that apply to each specific shuriken).

Swifter

At 3rd level, the Ninja may attack in melee once as part of their movement. This stacks with other attacks that are allowed during their movement, during their turn and/or during the round.

At 7th level, the Ninja may attack in melee up to as many times as their full BAB would allow, as part of their movement. However they must devote all actions towards movement. They can instead choose to attack just once (instead of what their full BAB allows) during their movement and acquire the affects of 'Cleave', except that the range limitation of the Cleave is a line of effect created by the Ninja's movement instead of adjacent creatures - the Ninja must move at least 10ft. (or two different occupied spaces in accordance to their size category) in a straight line to duplicate this affect.

The above stacks with any other attacks (besides those allowed by BAB) the Ninja may make during their turn, or during a round - as long as they do not sacrifice actions required towards making movement.

At 12th level, the Ninja may attack in melee up to twice as many times as they would be allowed in a full attack during double movement. The Ninja can duplicate 'Great Cleave' under the conditions detailed for duplicating Cleave at seventh level. The Ninja may also make an attack of opportunity against any opponent that makes an attack of opportunity against him - but this is only after the opponent has made their attack of opportunity against the Ninja.

At 17th level, the Ninja is permanently considered to be under the affects of Freedom of Movement, has double natural reach for his size category (stacks with other reach boosting affects they may possess) and unlimited attacks of opportunity. The Ninja's Freedom of Movement is an (Ex) ability that cannot be suppressed. If 'Freedom of Movement' is cast upon the Ninja they are instead hasted. Haste affects now stack for the Ninja, but only once (hence, haste can apply no more than twice on the Ninja instead of just once - as what haste would normally rule).

Cutter

At 3rd level, the Street Ninja acquires two weapon fighting as the feat (or multi weapon fighting; their option). They may fight with a weapon of any size that can be wielded in one hand as if it were a light weapon and as long as it is appropriate to a creature of their size category. If they already have Two Weapon Fighting, they instead acquire Improved Two Weapon Fighting as the feat. If they ready an action to disarm an opponent, they can use the attack that the opponent was going to make with the disarmed weapon/item against that opponent - assuming the trigger on the readied action is that of the opponent making an attack.

At 7th level, the Street Ninja can fight with a weapon in every hand at no penalty for wielding two weapons or more and receive two weapon defense as the feat (if they already have two weapon defense prior to this, the benefits of the feat are instead doubled). If they successfully perform a combat maneuver against an enemy (such as disarm, bull rush, trip, etc.) they may receive one additional free attack at their full base attack bonus against that creature.

At 12th level, the Street Ninja can pick up items off the ground and hold them in their hands at the cost of no action. If they succeed on a sleight of hand check (free action; opposed by sense motive or spot - whatever is highest), they may perform one attack against a target who's dexterity bonus isn't normally denied towards them as a sudden strike or other form of precision damage. They can activate items that they are holding as a free action, assuming they have made at least one successful attack against an opponent in the same turn.

At 17th level, the Street Ninja has a +6 circumstantial bonus to all attacks, assuming they are adjacent to a barrier that must be climbed to pass through (such as a wall). Any attack they make with a weapon wielded in one hand is now always at their full BAB (even if the attack says otherwise). They may now make as many attacks with their off-hand as they make with their main hand in a given round. For all intents and purposes, their off-hand counts as their main hand as well - hence they have at least two main hands. They acquire 'Two Weapon Rend' as the epic feat. If they have the 'Whirl Wind' feat, they may use it a number of times in the action required to perform a Whirl Wind equal to the number of weapons they are holding.


Make Sure They're Dead

If the Street Ninja is able to reduce an opponent from their total Hp to 0 Hp or less in one attack - then the opponent immediately dies. This effectively ignores temporary Hp bonuses.

Boundless

The Street Ninja may move uninterrupted through any terrain. Climbing and swimming (as well as alternative forms of movement such as flight and tunneling) still forces them to move as normal, however.

Wild Diver

From 4th level onwards, as long as the Street Ninja moves at least 10ft., they are always considered to have charged. Because charging effectively no longer requires a full action, they may make any number of attacks during a charge, or even charge multiple opponents - however note that a full attack made on a charge still counts as a full action and thus no other attacks are permitted on the turn.

Wall Run

If the Street Ninja moves 10ft. in a straight line, they may move across any stable surface that normally requires a climb check unhindered - but only as long as they continue moving in a straight line.

Camoflage

As long as they are un-observed, the Street Ninja may effectively perform a hide check anywhere.

Water Run

As Wall Run, but the Street Ninja can now move across liquid. If they move across the top of lethal surfaces such as lava, they take no damage for exposure.

Feign Death

The Street Ninja can fall prone as an immediate action and trick others into believing they are dead as a regular bluff check versus sense motive at no circumstantial penalty. If they do this while standing, they take a -10 penalty to the check.

The Street Ninja can also surprise enemies in this manner.

Zen Enigma

At 8th level, and every 4 levels of Street Ninja onwards, the Street Ninja receives a +2 class bonus to Bluff and Sense Motive checks. They may now substitute charisma for wisdom on bluff checks.

All of the above only applies while the Street Ninja fully conceals their face in some manner. They lose the above conditions towards anyone who can see their face.

Scampering Steal

The Street Ninja may make half as many attacks as they would be allowed in a full action on a withdrawal action - but only if said attacks are ranged. Alternatively, they can make one melee attack against any opponent that is within their reach as a free action - however this must be immediately before they make their withdrawal action.

They may also move while hiding or moving silently at full speed at no penalty.

Air Run

As Wall Run, but now the Street Ninja can apply this in any direction - provided that it wouldn't lower or increase their elevation or take them through a solid barrier of some kind. They take no penalty for moving silently through any sort of terrain.

Gymnast's Second Nature

The Street Ninja can now tumble at full speed at no penalty and take 20 on all balance checks. With a tumble check, they can always eliminate falling damage completely, however the DC increases by 2 per 50ft. fallen.

Swift as Shadow

When unobserved, the Street Ninja can move at double their base speed. If spotted, they may immediately appear adjacent to (or so that the spotter is within their reach) whoever spotted them (their choice), as long as they can reach that creature in one move action worth of movement. Note that noticing when a creature has been spotted is usually a reactionary spot check of its own for that creature.

Hide in Plain Sight

The Street Ninja can now hide, even while observed. This works even against creatures occupying the space the Street Ninja occupies.

Sudden Leap

As an immediate action, the Street Ninja can perform a jump check. Whatever they roll is however much they may effectively move vertically/horizontally in a jump check. The movement is part of the immediate action. They do not provoke attacks of opportunity for moving through occupied spaces or out of threatened spaces with this special movement.

Additionally, while airborne, they can elect to fall to the ground at any time during movement as a free action.

Slayer's Fury

The Street Ninja may enter a state of assassin's blood lust, which lasts for the duration of an encounter. During this time, they acquire a +1 competence bonus to Dexterity and Wisdom for each creature they have slain in the same encounter, up to a maximum equal to their ECL. These bonuses dissappear once Slayer's Fury ends.

Improved Poison Use

If the Ninja hasn't yet applied a poison to a weapon before making an attack, they may treat that weapon as if having had a poison of their choice applied to it anyway. This is assuming the Ninja is carrying the poison that they chose with them at the time and could effectively draw and hold it in their hand (ie. in a vial) in the same round. When the poison is chosen, it is consumed as if having been applied as normal.

Silent Take Down

The Street Ninja no longer takes any penalty to hide checks for melee attacks made while hiding. Creatures can no longer ascertain where a Street Ninja's attack came from.

If the Street Ninja takes a -10 penalty to all attacks made while hiding, their attacks will make no noise either - this includes noise made by the enemy, such as shouting for help, screaming in pain, etc.

The Street Ninja can eliminate the tracks of creatures as part of his movement - and because he can pick up items as a free action, he can effectively dispose of a body in nearly the same instant that he slays them.

Incognito

Even while under observation or during combat, the Street Ninja may disguise themselves as an immediate action. This requires a disguise check as normal, but does not consume any ingredients. The Street Ninja is assumed to have any possible ingredients available at all times.

Assassin's Over Kill

The Street Ninja may coup de grace any enemy that is unaware of them - even those that are immune to precision damage and critical strikes. However they must be aware of a weakness of the enemy in order to do so. This still requires a full action. Even if the coup de grace fails, the attack still counts as a critical confirmation and the Street Ninja may roll double the die in damage provided by sudden strike - even if the enemy is ordinarily immune or resistant to sudden strikes. It is assumed that if the Street Ninja is able to know enough about the creature's anatomy to coup de grace them, then they may apply a sudden strike as well.

Additionally, sudden strikes now factor into damage affected by a weapon's critical multiplier.

DracoDei
2010-08-18, 07:38 PM
I assume this is based on the comic? In the movie she wasn't non-proficient with anything she ever touched. Also, I think a tanto is as smallish knife. You may be thinking of a tonfa, AKA night-stick.

imp_fireball
2010-08-18, 07:53 PM
I assume this is based on the comic? In the movie she wasn't non-proficient with anything she ever touched. Also, I think a tanto is as smallish knife. You may be thinking of a tonfa, AKA night-stick.

Isn't done yet.

Also, it's based on the movie version.

imp_fireball
2010-08-24, 07:40 PM
Mog-ur

http://truthopia.files.wordpress.com/2009/03/neanderthal_460x276.jpg?w=460
The above is not necessarily Mog-ur, but an Artist's conception of a neanderthal nonetheless.

Medium Humanoid (Commoner 2)
2d4 HD (7 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 17; touch 17; flat-footed 13
BAB +0; Grp +0
Attack Unarmed -6 (1d6 non-lethal Bludgeoning/x3) or Stone Knife -2 (1d4 Slashing/x2)
Full-Attack Unarmed -6 or Stone Knife -2
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Foresight, Disfigurations, Illiterate, Neanderthal traits
Saves Fort +1 Ref -1 Will +2
Abilities Str 11, Dex 8, Con 12, Int 4, Wis 15, Cha 13
Skills Diplomacy +4, Climb +10, Knowledge (history) +8, Concentrate +11
Feats Skill Focus (knowledge [history]), Skill Focus (Climb)
Environment Ukraine
Organization Clan of the Cave Bear
Challenge Rating 1/2
Treasure Nothing
Alignment Lawful Good with Neutral Tendencies
Advancement by Level (Any Class)
Level Adjustment +0

Disfigurations [Trait]

Mog-ur has only one arm and one eye instead of two of either.

He suffers a -2 penalty to all attacks and an additional +1 to the DC of spot checks per range increment.

For having only one arm, he suffers all the penalties to related skill checks (ie. climb, open locks, etc.) and carrying, holding (drag and lift at half ordinary encumbrance), wielding and appropriate combat maneuvers (such as grapple, ie., but not overrun or bullrush, etc.) as such.

In return for these draw backs, Mog-ur receives maximum skill ranks at 6 + ECL instead of 3 + ECL and doubles the amount of skill points he may receive each level.

He also has enough bonus XP at first level to which he uses to purchase the following perk:

Foresight [Perk]
Prerequisite: 13 Wisdom

Through one week of careful observation and taking 20 on a concentration check, you can see a person's future trials. This future does not depend on their current actions. Person must have 3 Int or higher. It is usually up to GM discretion what the person's inevitable future entails.

When rolling, you must select only one affect which applies in accordance to your check.

{table]Concentration Check| Details
15| Know Current Alignment
25| Vaguely Know Trials 1d10 Years Ahead (GM Discretion)
35+| Develop Permanent Empathic Bond with creature (Su)[/table]

imp_fireball
2010-08-24, 10:22 PM
Ayla

http://pics.livejournal.com/blofeldscat/pic/0003b8he

Medium Humanoid (Commoner 2, Warrior 1)
2d4 +1d8 HD (11 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 12; touch 12; flat-footed 10
BAB +2; Grp +2
Attack Sling +4 (1d4 Ranged, Bludgeoning, x2)
Full-Attack Sling +4
Space 5 ft.; Reach 5 ft.
Special Attacks Focused Attack, Improvised Warrior
Special Qualities Human Traits
Saves Fort +2 Ref +2 Will +1
Abilities Str 11, Dex 14, Con 10, Int 15, Wis 12, Cha 11
Skills Climb +3, Heal +6, Survival +9, Move Silently +8, Spot +7
Feats Improved Initiative, Heroic Surge, Self Sufficient
Environment Ukraine
Organization Alone or Clan of the Cave Bear
Challenge Rating 1
Treasure Nothing
Alignment Neutral Good
Advancement by Level (Any Class)
Level Adjustment +0

Improvised Warrior [Perk]

Ayla can fight in melee with a sling, dealing the same damage as the weapon deals at range as if it were not an improvised weapon but one that she is proficient with.

Focused Attack [Perk]

If Ayla studies a creature for at least one full round, she may automatically critically threaten on her next attack against that creature, this is only assuming her rolled attack successfully beats a DC of 10, however. The targeted creature must be vulnerable to critical threats and Ayla must be proficient with the weapon she attacks with.

Debihuman
2010-08-26, 02:51 PM
How are you getting BAB +0 and grapple +0 for some of these?

Warrior level 1 has a BAB of +1. Commoner 2 has a BAB of +1 as well.

Debby

imp_fireball
2010-09-07, 04:33 PM
How are you getting BAB +0 and grapple +0 for some of these?

Warrior level 1 has a BAB of +1. Commoner 2 has a BAB of +1 as well.

Debby

Ah, forgot, thanks.

imp_fireball
2010-09-07, 07:42 PM
Darth Vader (AKA Anakin Skywalker)

http://images.pictureshunt.com/pics/d/darth_vader-11324.jpg
*bass iron lung sounds*

Medium Living Construct (Fighter 3)
3d10 HD (16 hp)
Speed 30 ft. (6 squares)
Init: +9
AC 12; touch 11; flat-footed 11 (+1 natural armor)
BAB +3; Grp +6
Attack Light Saber +6 (1d8 Fire and Slashing or Fire and Piercing, 19-20/x2)
Full-Attack Light Saber +6
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities More Machine than Man, The Force
Saves Fort +5 Ref +1 Will +2
Abilities Str 16, Dex 13, Con 10, Int 16, Wis 10, Cha 11
Skills Intimidate +6, Sense Motive +3, Psicraft +9, Pilot +6, Craft (Mechanical) +9, Concentrate +8
Feats Improved Initiative x2, Iron Will, Great Fortitude, Endurance
Environment Death Star or Capital Cruiser
Organization In company of 90+ storm troopers or with Emperor Palpatine and 300+ storm troopers
Challenge Rating 10
Treasure Suit and Light Saber
Alignment Lawful Evil with Neutral Tendencies
Advancement by Level (Any Class)
Level Adjustment +0

The Force (Su)

Because he has long been a Jedi prior to becoming a Sith, Darth Vader is very well schooled in the ways of the force on both ends of the spectrum.

He has the following:

Force Sensitive [Perk]

You may now purchase force abilities as perks. Note that some abilities depend on alignment leaning to either Good or Evil. The perk point cost for each ability also decreases dependent on your ECL, wisdom modifier and the number of force related abilities you have arleady purchased.

Finally, you receive a 'force point' reserve with a number of force points equal to your highest mental ability score + half your wisdom score (round down; if wisdom is the highest ability score, apply both the wisdom score and then half the score again) + your concentration skill modifier.

To use a force ability, you must first activate it and then use it. Some abilities require no action to use but always at least a swift and immediate action to activate as well as a consumption of force points listed in the ability itself - you may consume a lengthier action, however, to augment the power of any force ability. You may also augment a force ability, by spending more force points on it.

Force points always recover fully and immediately to their maximum reserve at your initiative upon the next round unless you are still using an ability - in which case the force points required to initially activate the ability you are using at the time of recovery are considered to have been consumed again in order to 'retain' activation of the ability.

Force abilities are always (Su) and always require conditions in which the concentration skill may be effectively used in order to activate and use them.

Focused [Perk]

Receive a +2 permanent untyped bonus to all concentration checks. Concentrate now becomes a class skill for you if it wasn't already.

Force Abilities

Force abilities are required to be taken as perks. Abilities, have different degrees of mastery - some need only be taken once to be fully mastered while others require the perk to be taken as much as five times before mastery is fully attained.

Darth Vader has all of the following force abilities below.

Force Hand
Activation Cost: 10 Fp/Swift or Immediate action
Usage: As normal for action performed.

You must have at least one free hand to use this ability - when you do, the free hand that you are using acquires range up to whatever you can see clearly and make out in full detail (standard line of sight; spot check for far away objects small enough to be difficult to notice). You may perform any action with the free hand upon anything within the given range, as if you were close enough to perform said action on it with your actual free hand. Thus, you can perform touch attacks or unarmed strikes with the hand, manipulate objects, perform skills with the free hand (applying modifiers as necessary), etc.

The free hand(s) has strength in accordance to that which your actual free hand(s) can exert (your strength score). The action consumed to use the hand(s) at range is the same action that would be consumed if you were actually using your available free hand(s) upon the object.

When activated, this ability can also apply to multiple free hands.

Augment: For 5 additional Fp, you can consume no action while performing up to a full action with one free hand +5 additional Fp per hand you wish to apply the affect to or elect to require no free hands to apply one of your hands at range (thus none of your hands need to be free and none of your hands is occupied with performing the ordained task). +5 additional Fp to double the strength of any hands you wish to use (+5 strength on top of your strength score), and +5 Fp for every further doubling.

Force Float
Activation: 15 Fp/In Correspondence to Move Action to Move
Usage: No action

You are now able to hover equal to your base move speed with perfect maneuverability. You cannot elevate, but you can freely descend up to double your base move speed per round during your movement. You cannot run while hovering but you can double move.

Force Jump
Activation: 5 Fp/Swift or Immediate Action
Usage: With regular jump check.

Receive a +20 competence bonus to your next jump check. During movement via this jump, you may tumble freely without reducing your actual movement.

Augment: For every additional Fp spent, receive an additional +4 competence bonus to your next jump check.

Force Thrust
Activation: 8 Fp/Swift or Immediate Action
Usage: Standard Action (in place of a regular attack).

You can hurl objects and/or creatures that are within a range equal to line of sight and effect - but note that objects that block line of effect can be pushed and thus fall into the thrust, ultimately continuing line of effect as if they weren't there. All creatures must be within 10 feet of each other toward any other target within line of sight.

Opponents caught in a thrust can attempt to negate it completely with a thrust of their own - and thus, both creatures end up making opposed concentration checks if weights are the same. If the weight of one thrust is greater than the other, then the weaker thrust is negated completely and the opposer is assumed to have been affected. Note that in order to negate a thrust with a thrust, a creature must fall within the affected region of the thrust.

Alternatively, a creature can negate a thrust with a strength check to push/pull an amount of weight equal to ten times that of the thrust's exertion weight however this is considered to have consumed a full action once their turn arrives (or a standard action if they readied an action to oppose the thrust).

The amount of weight that you may apply to each affected creature within range of a thrust is 50lbs. Once used, this ability must be activated to be used again.

Augment: For every 5 additional Fp spent to activate this ability, you may double the weight of the thrust. If you spend a full action performing the thrust, you may quadruple the listed applicable weight.

Special: This perk can be taken more than once; up to four times. The second time it is taken, the un-augmented applicable weight of your Force Thrust is 150lbs. The third time, using the ability requires no action, and can be used immediately upon activation or at any time of your choosing afterwards until the end of the round and the applicable weight of the thrust rises to 250lbs.

The fourth and final time the perk is taken, the weight rises to 500lbs. and the ability can be used any number of times after activation, provided you succeed on a concentration check (DC 20 + 5 per additional use after the first) - failure indicates that you consume an attack action to use it, whereas failure by 10 or more means that you must activate the ability again in order to use it again in the same round - which becomes a move action if a swift or immediate action was already consumed to activate it.

Even though the action to use the ability is shortened to no action, you can still consume an attack action to quadruple the applicable weight of the thrust, or quadruple it even further with a full action devoted to a thrust.

Force Maneuver
Activation: 5 Fp/Swift or Immediate Action - or DC 30 Concentration check to use as Free Action on your turn; failure indicates Move Action instead
Usage: No Action (requires concentration and concentration check in distracting conditions)

Once per activation of this ability, you can use the force to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your concentration modifier + highest mental ability score in place of any physical ability score that would ordinarily be devoted to the maneuver. The number of combat maneuvers you may make per round is equivalent to the number of melee attacks you are normally allowed to make in the round - however this doesn't restrict your ability to perform actual melee attacks in anyway.

Augment: Receive a +1 on your checks for combat maneuvers performed in this way per additional 3 Fp expended on activation of this ability. For every additional 3 Fp expended, you may perform one additional combat maneuver above the ordinary limitation in a given round as well.

Special: This perk can be taken twice. The second time it is taken, you now have the ability to wield weapons without hands while the ability remains activated, however your BAB still applies, while your wisdom modifier applies instead of any physical ability score that would normally apply to make attacks with the weapon. While wielded, the weapon is considered to hover at a base speed of 2000ft. and attacks made against it are always treated as disarm attempts against your BAB + Wisdom modifier - sunder checks can be subverted into disarm checks. The weapon's AC is always its size + dodge bonus equal to your BAB + Concentration modifier or Wisdom modifier (whatever is higher).

While hovering, the weapon can double move but not run. It shares your vision and the number of attacks you may make with it are the number of attacks you could make normally while holding it - this does not consume any actual attack actions of your own; rather it only counts as consuming attack actions that the weapon itself would make (because the weapon moves by itself, albeit controlled by the one activating the force ability to wield it at range, it has its own actions). Using this force ability, you can also call it to one of your hands that is free and available (it must hover into your space normally). Alternative to your regular attack limit with the weapon, you can elect to have it make an attack (melee attack with the weapon whether or not it is made for such; no penalty for improvisation) that targets every creature/object in its movement path, but this forces it to take a -4 circumstantial penalty to such an attack (except against creatures that are flat footed and objects).

Ceasing concentration will cause the weapon to fall to the ground.

Augment: For every additional 3 Fp spent, receive a +1 competence bonus on attacks made with a weapon wielded with this ability.

Force Speed
Activation: 15 Fp/Immediate or Swift Action
Usage: With movement

Upon activation, double your base speed. The affect lasts for one round and is sustained via concentration.

Augment: Every additional 5 Fp spent on activation of this ability increases your base speed by a measure of 1/2 of its previous incarnation.

Force Agility
Activation: 15 Fp/Immediate or Swift Action
Usage: No action

Upon activation, acquire (at your option) either the affects of the haste spell cast upon you, or the ability to make full attacks during movement (with no movement reduction).

Augment: You can make an additional move action devoted to something unrelated to actual movement or an additional attack action, for every 4 additional Fp you spend upon activation of this ability.

Special: This perk can be taken three times. The second time, activation means you can switch between defensive fighting modes, such as fighting defensively or total defense, any number of times at the cost of no action and as a concentration check (DC 15 + 5 for each use after the first) - alternatively, you can perform a dash, moving half your base speed and consuming no action as a 'defensive maneuver'. You also receive a +8 deflection bonus versus ranged attacks while wielding a light saber.

The third time this perk is taken, you may treat your rolled initiative during a combat encounter as your AC (whether or not you are denied your dexterity bonus, flat footed, etc.), as long as you are wielding a light saber. Any ranged attack made against you, can be deflected upon another target, using your melee attack modifier - the attacker's ranged attack modifier with a hit indicating the attacker's ranged attack affected the target of your deflection, using its damage. None of this consumes any actions.

Force Focus
Activation: No force points/Full Action
Usage: None

Focusing requires a DC 20 concentration check. Once focus is obtained, it can be retained permanently without further concentration checks unless it is lossed in a duel of wills with another force sensitive opponent (opposed concentration checks or will saves).

Focus can be expended to automatically augment any force ability once without an additional expenditure of force points. Once expended, focus must be regained again with another concentration check and a full action. While focused, you may sense the presence of other force sensitives in close relation to yourself within 100 miles, or strangers that are force sensitives within 1 mile. A force sensitive can mask his or her presence with by focusing at a DC 30 concentration check instead of DC 20. Detecting masked force sensitives requires a full round of concentration opposed by a base concentration DC of 30.

If the masker is aware of the detecter trying to detect them, they may ward them off with a will save at a DC equal to the detecter's concentration check to see through their mask.

With focus, you may also use telepathy upon other force sensitives at any range that you can detect them - when doing so, you establish a connection that allows them to reply in kind (communication is a free action as always). Any force sensitive that you can detect with your focus is someone you are also aware of in regards to their force point reserve - however a successful masker can elect to instead bluff you in regards to their power.

Finally, while Focused, you have a +4 competence bonus to Will saves as well as a +4 to spot and listen DCs. When expending the focus, in addition to one free augmentation on an ability, you receive a +6 intuition bonus on your next concentration check. Alternatively, you can take 15 on your next concentration check.

Force Shield
Activation: 20 Force Points/Immediate or Swift Action
Usage: No Action

Mimicking a deflector shield, this gives you a +10 deflection bonus to AC and reflex saves versus any attack. Other force sensitives, however, can overcome this with a concentration check of their own (concentration DC 20) - to oppose them with your own concentration check, you must consume a standard action.

Augment: For every additional 5 Fp spent on activating this ability, receive an additional +5 deflection bonus to AC and reflex saves on top of the +10 deflection bonus.

Force Lift
Activation: 15 Force Points/Free Action.
Usage: Standard Action

Upon activation, you can raise any object as the levitate spell up to a height equivalent to your line of sight (must have line of effect), at a rate of 20ft. per round. Creatures that are risen must oppose you with a will save (DC 10 + your concentration modifier), however you can roll a concentration check and make that the DC + your wisdom modifier or ECL (at your option), by devoting use of the ability solely to one creature instead. You may raise up to 500lbs. through use of this ability.

Alternatively, one creature or object that is successfuly levitated at least 5ft. can be moved anywhere at a rate 60ft. per round. You can also slam them against obstacles and barriers (such as walls) and do 1d6 bludgeoning damage, knocking them prone.

Augment: If you devote use of this ability to one object instead of multiple objects or creatures, you can raise up to 1000lbs. If you make use of this ability as a full action instead of a standard action, you can double your weight capacity or double the lifting speed.

Every additional 5 Fp you expend on activation of this ability allows you to double the speed at which you can move a creature or object you have successfully lifted. Slamming them into objects or barriers deals triple the dice in damage and then double for each doubling of speed after the first (hence 3d6 bludgeoning, 6d6, 12d6, etc.). Note that creatures moved via this force ability can make tumble checks (DC 15 + 1 per 10ft. of base speed moved beyond 60ft.) as a move action to perform actions while being moved besides actual movement of their own. Such tumbling can also be done as a free action, however the base DC is 30 instead of 15.

Special: This perk can be taken twice. The second time, your weight limit is instead 4000lbs and you may levitate objects at a rate of 60ft./round or move individual objects or creatures anywhere at 100ft./round as a free action (initially lifting in order to move is now just an attack action).

Augment: For every additional 2 Fp you expend on activation of this ability, you double your weight limitation.
----

Custom Force Abilities

Custom force abilities can be created with XP expenditure, and a psicraft check using the regular skill modifier + 1/2 concentrate modifier (round down) + crafter ECL.

This is just like creating custom psionic powers, both regular and epic - in the same way as creating epic force abilities for the latter.


More Man than Machine

Without his helmet and suit, Darth Vader is just a torso, one mangled arm and an ugly head. His suit is his vessel, allowing him to function in everyday life as a cyborg. The suit gives him a +4 equipment bonus to all fortitude saves. The helmet portion of the suit allows him to breathe in any atmosphere.

The suit itself, in addition to miniscule +1 natural armor, grants him 10 hardness versus any form of damage (including energy damage). The suit changes his creature type from humanoid to living construct, however he can still be healed by postive energy as a living creature. In order for the suit to take damage, it must be specifically sundered or sabotaged. The suit isn't living, so it still needs to be repaired with a 'mending' spell or appropriate craft check (usually craft: mechanical or craft: armor smithing/metal working/GM discretion), or techcraft to overcome sabotage.

Light Saber

A light saber is an exotic weapon for the Star Wars campaign setting (most Jedi train to be proficient in it; taking a weapon proficiency as a perk or a feat from levels in fighter). It is quite similar to a longsword, however two can be modified (welded together) to behave like a double weapon.

The light saber itself is capable of automatically bypassing up to 5 hardness. Because it also deals slashing or piercing damage, any additional hardness can be bypassed normally without having to double up damage reduction to account for fire damage.
----

When activated it gives a -10 circumstance penalty to hide checks.
When activated it gives gives a -4 circumstance penalty to move silently checks.

While activated, light sabers light up to a 5ft. radius, and a 20ft. radius in low light (a bit better than a candle), centered on the weapon itself.

+2 equipment bonus to oppose disarm checks. The light saber is effectively just a hilt with a battery that generates a channeling of powerful plasma-like energy with laser-like precision.

While not activated, a light saber has a +2 to sleight of hand checks made with it, since the hilt is relatively smaller and inconspicuous.

A light saber must be drawn like a regular weapon (when not held) and then activated. Activating and de-activating is a free action for anyone proficient and holding/wielding the weapon. Activating or De-activating more than once in a round consumes swift or immediate actions, and then actions one step higher for each consecutive activation/de-activation - hence ie., 5 activations/de-activations requires a full action; thus no other actions can be performed during the round except free actions and a 5ft. step.

Because the light saber doesn't actually contain a blade (rather a channel of energy that behaves much like a blade), it has no hardness - in order to sunder the blade, one must sunder the hilt. Effects that apply solely to blades don't apply to the light saber - at GM discretion, any affect that can abstractly apply to weapon without necessary requiring application to a blade can still apply (ie. a magical enchantment imbued in the hilt to replicate the affects of 'keen' on the blade).

Any opponent unfamiliar with a light saber can be surprised via a sleight of hand check made against them - but only if the light saber is already hidden from them - if not, then they must not be presently aware that the wielder is an enemy.

Most light saber's are masterwork (+1 equipment bonus to attack), but not all.

imp_fireball
2010-09-08, 10:03 PM
Fighter

http://images.quizilla.com/T/Tangeant/1042328267_nsBannersF.GIF
Woah.

Woah.

....

Woah.

My mind's been blown.

Medium Humanoid (Fighter 11)
11d10 HD (93 hp)
Speed 20 ft. (4 squares)
Init: +6
AC 17; touch 12; flat-footed 15 (+5 armor, +2 Dex)
BAB +11; Grp +16
Attack Long sword +16 (1d8 Slashing or Piercing, 19-20/x2) or Sword-chuck +12 (1d8 Slashing, 20/x2)
Full-Attack Longsword +16 or Sword-Chuck +10/+10
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Stupifying, Intellectual Spontaneuity
Saves Fort +11 Ref +5 Will -1
Abilities Str 20, Dex 15, Con 14, Int 3, Wis 3, Cha 12
Skills Concentration +16, Autohypnosis +3, Craft (improvised) +1
Feats Improved Initiative, Multi-weapon Fighting, Oversized Two Weapon Fighting, Multi-weapon Defense, Endurance, Die Hard, Great Fortitude, Improved Multi-weapon Fighting, Improved Multi-weapon Defense, Zodiac Kenshido, Advanced Zodiac Kenshido
Environment With (fake) Light Warriors
Organization Light Warriors
Challenge Rating 10
Treasure Fire Armor, several longswords and/or one - four sword-chucks
Alignment Lawful Good
Advancement by Level (Any Class)
Level Adjustment +0

Stupifying (Ex)

Anyone who spends at least 10 minutes or more in the vicinity of Fighter talking, with only his voice being the loudest present thing throughout the duration, will suffer 1d4 temporary Wisdom and Intelligence damage +1 damage per 5 minutes of continued hearing (whether or not they will it). This ability is passive and Fighter has no control over whether or not it takes affect.

Intellectual Spontaneuity (Ex)

Fighter can make an auto-hypnosis check at the beginning of each day (DC 15) - success indicates that he may elect to acquire a temporary +12 racial bonus to both Intelligence and Wisdom. This lasts for 1 hour or until Fighter takes non-lethal or Intelligence/Wisdom related damage.

Fighter is otherwise immune to Intelligence and Wisdom related damage that would reduce either of those ability scores below 3.

Sword-chuck

A sword-chuck is an improvised weapon that behaves much like how two long swords would if they were worked together.

In order to wield sword-chucks, you must have no greater than both an Intelligence and Wisdom score of 3 and succeed on a DC 15 auto-hypnosis at the beginning of each day in which you wish to wield them.

Otherwise, wielding is impossible without equally inflicting damage to yourself in addition to the opponent.

The sword-chuck, because it is essentially two longswords linked together, is a double weapon with each side behaving as written - 1d8 slashing, 20/x2, -4 penalty (improvised). The sword chuck is wielded in only one hand, and despite its weight, due to the centripedal force created, it also counts as a light weapon for purposes of the two weapon fighting/multi-weapon fighting associated feats.

When wielding a sword chuck in each hand and with the two weapon defense feat, the wielder is granted an additional +2 circumstantial bonus to AC against any creature they are not flat footed towards. Multi-weapon defense (otherwise identical to two weapon defense) grants a +2 circumstantial bonus to AC per weapon wielded (hence, +2 for one double weapon, +4 for two double weapons, etc.) on top of the regular AC bonus ordinarily granted by the feat.

With the multi-weapon fighting feat, both ends of each sword chuck wielded count as part of the off-hand (when the third and fourth weapon would be ignored by 'two weapon fighting'). Hence, anyone wielding two or more sword-chucks and who attacks with both ends of each weapon is essentially wielding at least three weapons in their off-hand. Further iterations of multi-weapon fighting, such as 'improved' and 'greater', thusly grant at least two additional attacks, one of which applies to each weapon's second side, instead of one for one additional weapon (when the second side second of the second weapon and/or third and fourth effective weapons wouldn't be included in the feat).

Fire Armor

Essentially regular breast plate, but with the addition that it grants 40 Fire Resistance to the wearer that fully dons it.

Zodiac Kenshido

Zodiac Kenshido [Tactical]
Prerequisite: BAB +6, Must have studied under Sword Master Vargas

This feat grants the following combat options:

- Medoken/Ram style (Ex): You hurl yourself at the enemy, attempting to break them with your head. Take 1d20 non-lethal damage in exchange for a free bull rush and slam attack in accordance to your size (bypasses hardness automatically). You must move at least 10ft. in a line before using this maneuver. If you don't wish to provoke attacks of opportunity, this attack is a move action - otherwise, it is free.

- Dragon's Teeth: As 'two weapon rend'.

- Insurmountable/Ox style (Ex): If any fortitude save you make rolls 15 or higher, you acquire the affects of freedom of movement for 1d4 rounds immediately following the save and can burst through barriers of up to hardness 5 (any hp) less than 1 foot in thickness during regular movement, with no reduction in movement. This is a passive ability and thus requires no actions.

Advanced Zodiac Kenshido [Tactical]
Prerequisite: Zodiac Kenshido, BAB +9

This feat grants the following combat options:

- Rat Will (Ex): If you suffer any damage that is greater than 50% of your total Hp or would drop you below -10 Hp, you may attempt a fortitude save (DC 25) to instead have the damage not affect you at all.

- Two Fisted Monkey Style (Ex): Any creature who's rolled initiative is lower than your in an encounter is subject to this maneuver (everything else is immune).

As a standard action, you can select to make an attack with each weapon you are wielding against every creature within a 1d4*5ft. radius (center being a space of your choice) and within range of your movement that you could make on your turn (up to double base move speed). The attacks ignore up to 50% miss chance from concealment and other affects such as incorporeality, may critically threaten and confirm, apply precision damage and other abilities that conform to one attack with a weapon, affects that apply to the attacks of multiple weapons, etc.

When all attacks are resolved, you are assumed to have returned to the previous space at which you began this maneuver (even when you would normally be prevented from doing so). Any movement that you are assumed to have made to carry out each attack does not provoke attacks of opportunity.

- Horse's Swiftness (Ex): If you ever double move during your turn in a combat encounter, you may triple your base speed. during this time, you also double your ability to oppose the combat maneuvers bull rush, overrun, and trip.

- Tiger's Ferocity: As pounce.

Master Zodiac Kenshido [Tactical]
Prerequisite: Advanced Zodiac Kenshido, BAB +12

This feat grants the following combat options:

- Snake's Trickery (Su): As a move action, you may acquire the affects of the spell Blur upon yourself for a number of rounds equivalent to your Dexterity modifier (minimum 1). During this time, you may perform a feign as a swift action against any opponent that can see you. You have a +12 competence bonus to bluff checks made to do so during this period.

- Loyalty to the One/Dog Style (Ex): As mind blank made permanent upon yourself (Ex; cannot be removed, ever). All damage dealt is now considered lawful aligned (even if your actual alignment says otherwise).

- Insatiable/Pig style (Ex): You are now immune to exhaustion and fatigue. You have resistance to non-lethal damage equal to your Con score.

- Rabbit's Agility (Ex): You are permanently under the affects of haste, but only during combat. You may attempt a dex check as a free action (DC 10 + 2 per each additional check in a given round) to lower an action one step; failing the check wastes a move action. When tumbling during movement, you ignore all terrain difficulties.

- Rooster's Goal (Su): At your will, your shouting voice will now become triple its original volume as a free action. If you succeed upon any will save with a roll of 20 or higher, you may duplicate the affects of iron heart surge for one round.

imp_fireball
2010-09-13, 10:29 PM
Darth Sidious (Emperor Palpatine)
http://images1.wikia.nocookie.net/__cb20051117211345/starwars/images/b/b4/TorturePalpatine2321.jpg
Hence forth *wheeze*, you shall be called 'Darth Vader'.

Medium Humanoid (Aristocrat 1, Psion 1, Fighter 1)
1d8 + 1d4 + 1d10 HD (12 hp)
Speed 30 ft. (6 squares)
Init: +9
AC 11; touch 11; flat-footed 10
BAB +1; Grp +2
Attack Light Saber +2 (1d8 Fire and Slashing or Fire and Piercing, 19-20/x2)
Full-Attack Light Saber +2
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities The Force
Saves Fort +2 Ref +1 Will +6
Abilities Str 12, Dex 13, Con 10, Int 12, Wis 15, Cha 12
Skills Diplomacy +7, Sense Motive +8, Psicraft +10, Concentrate +9, Gather Information +7, bluff +7
Feats Improved Initiative x2, Skill Focus (Psicraft), Skill Focus (Concentrate)
Environment Death Star or Capital Cruiser or Coruscant
Organization In company of 300+ Storm Troopers
Challenge Rating 10
Treasure Light Saber and Black Cloak
Alignment Netural Evil
Advancement by Level (Any Class)
Level Adjustment +0

The Force (Su)

Darth Sidious has all of the force abilities detailed in Darth Vadar's spoiler, in addition to those below.

His power points from his level in psion also apply as force points.


Force Rage
Action: Swift/Immediate, 8 Fp
Use: Free, Encounter

Emperor Palpatine can use this ability to apply his concentration modifier to his attack rolls with whatever weapon he is holding at the time of this ability's activation.

If he succeeds on a bluff check as a free action (only once in the first round of combat), using wisdom instead of charisma for his ability modifier, he can deny an enemy's dexterity bonus as well as any bonus to AC granted by force abilities for 1 round.

He also adds his wisdom score to damage with all melee attacks.

After the use of this ability exceeds a number of rounds equal to his Concentration modifier + Wisdom modifier, Palpatine becomes fatigued however.

Ignore Terrain
Action: With Movement, Free (Mastered)
Use: Free, Encounter

As long as their is a surface between which travel can be made, Darth Sidious may ignore any obstacles lower than his head and tumble, both without movement reduction.

He may also apply his concentration modifier as a modifier to any physical skill during the activation of this ability such as jump, tumble or climb and move with such skills at his full base move without penalty.

Force Lightning
Action: Free, 10 Fp
Use: Standard Action, (in place of other attacks), Range can be line 9up to 10ft. thick) or up to 80ft. wide cone - actual distance is 300ft.

Darth Sidious can deal (concentration modifier)*d6 Force and Electrical damage to opponents.

If the same attack is dealt to him, he will age a number of years equivalent to half damage instead.

Augment: Darth Sidious can supplement this ability with any other offensive force ability at no additional cost (aside from the force point cost of those abilities). He can also increase this ability's damage up to double his concentration modifier for 10 additional Fp.

imp_fireball
2010-09-22, 10:07 PM
Jay Sherman
<insert image>
It STINKS!

Medium Humanoid (Commoner 1)
1d4 (1 Hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +0; Grp -2
Attack Plastic Light Saber -6 (1d3 -2 non-lethal)
Full-Attack Plastic Light Saber -6
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Non-combatant [flaw], Very Out of Shape [flaw], Stomach
Saves Fort -3 Ref +2 Will +2
Abilities Str 6, Dex 10, Con 5, Int 13, Wis 10, Cha 9
Skills Perform (Oratory) +6, Perform (Comedy) +3, Knowledge (Local) +5, Knowledge (Nobility) +5
Feats Iron Will, Lightning Reflexes, Skill Focus (Perform: Oratory), Skill Focus (Knowledge: Nobility)
Environment On TV
Organization Sherman Family
Challenge Rating 1/16
Treasure Any
Alignment True Neutral
Advancement by Level (Any Class)
Level Adjustment +0

Very Out of Shape [Flaw]

You can only travel 4 hours before taking non-lethal damage from two much travel. All other constitution dependent affects, such as chasing and holding your breath, are also halved. Finally, the affects are further halved when carrying anything greater than a light load.

Stomach

Jay Sherman's stomach is actually an item with a personality.

Its mental scores and alignment are the same as Jay, however it has the following exceptions:

Lesser Power: Detect Food. Stomach can detect edible food up to 1 mile. It instinctively knows what Jay finds more delicious - more delicious food registers with a stronger aura. Stomach thrives off food, as that is the only bond it and Jay Sherman share.

On matters of food, Stomach can communicate with Jay via speech, otherwise, it uses empathy.