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View Full Version : Statingup the Energizer Bunny?



celestialkin
2008-08-29, 09:59 PM
http://i47.photobucket.com/albums/f173/celestialkin/energizer-bunny.jpg

I know it's an odd idea, but I would love to know how the pros here would go about it. I'd like to know where to even start.

Considering he can jump-start entire intergalactic spaceships, it should be an interesting creature/encounter.

Innis Cabal
2008-08-29, 10:03 PM
hated bunny.....that keeps going and going and going and going. Awaken it and give it monk levels.

Hyozo
2008-08-29, 10:23 PM
Monk? Are you joking? This bunny needs to be a bard with ranks in preform (drum). Give it diehard, regeneration (as a tarrasque) and some at will SLAs which do electricity damage and you pretty much have it.

Inhuman Bot
2008-08-29, 10:47 PM
Allright, I'am working n it, but I'am not a skilled homebrewer by my owwn measure, so your quality may very.

Debihuman
2008-08-30, 01:32 PM
It's probably just an Awakened Construct without class levels. It has a skill Perform (Instrument). It has no language but can understand Common. Speed: 30 ft.

I think giving it any class levels is rather silly. It doesn't actually do anything.

Debby

Evil DM Mark3
2008-08-30, 01:41 PM
Whatever you do, make sure it is immune to fatigue!

Copacetic
2008-08-30, 01:54 PM
Oh, and a constant haste effect. It never slows down!

Zeta Kai
2008-08-30, 06:09 PM
Here's a preliminary effort. The CR is a wild guess (aren't they all?).

Bunny, Energizer
http://www.bbtoystore.com/Merchant2/beanies/energizerbunny.jpg
Tiny Construct
Hit Dice: 2d10 (11HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Discharge +4 ranged (2d6 electricity, 19-20/×2, 20’ range)
Full Attack: 2 Discharges +4 ranged (2d6 electricity, 19-20/×2, 20’ range)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 10, Fast Healing 1, Immunities, Power Plant
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 17 (+3), Dex 13 (+1), Con -- (+0), Int -- (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Balance +3, Hide +11
Feats: Endurance, Diehard
Environment: any
Organization: solitary
Challenge Rating: 5
Treasure: standard
Alignment: always Neutral
Advancement: 3-6HD (Tiny); 7-12HD (Small)
Level Adjustment: N/A

• Immunities (Ex): the creature is immune to all status conditions, including exhaustion, fatigue, & paralysis; this does not include dead, disabled, & dying

• Power Plant (Su): the creature can fully charge any electronic &/or mechanical device that requires a power source; this is a full-round action that provokes attacks of opportunity

Innis Cabal
2008-08-30, 06:12 PM
Monk? Are you joking? This bunny needs to be a bard with ranks in preform (drum). Give it diehard, regeneration (as a tarrasque) and some at will SLAs which do electricity damage and you pretty much have it.

monk seemed the best, as all i ever have happen with my energizer batteries is that they die.

Zeta Kai
2008-09-02, 05:35 PM
So, uh, any comments on the bunny I statted up?

Kiren
2008-09-02, 06:34 PM
So, uh, any comments on the bunny I statted up?

it needs a ridiculously high reflex save because of the commercials where it walks through chaos

Debihuman
2008-09-03, 11:26 AM
Here's a preliminary effort. The CR is a wild guess (aren't they all?).

I rather like your energizer bunny. Drum has no effect, eh? Maybe the drum should have a Walking Advertisement ability. Anyone seeing or hearing the energizer bunny has an overwhelming urge (Will, DC 30, save negates) to check his or her stock of batteries. The next time batteries are bought, the victim has a 50% chance of only buying energizer batteries; 75% if there is a sale on said batteries and 100% if the energizer batteries are cheaper than anyone else's batteries.

Debby

celestialkin
2008-09-12, 08:48 PM
Here's a preliminary effort. The CR is a wild guess (aren't they all?).

Bunny, Energizer
http://www.bbtoystore.com/Merchant2/beanies/energizerbunny.jpg
Tiny Construct
Hit Dice: 2d10 (11HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Discharge +4 ranged (2d6 electricity, 19-20/×2, 20’ range)
Full Attack: 2 Discharges +4 ranged (2d6 electricity, 19-20/×2, 20’ range)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 10, Fast Healing 1, Immunities, Power Plant
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 17 (+3), Dex 13 (+1), Con -- (+0), Int -- (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Balance +3, Hide +11
Feats: Endurance, Diehard
Environment: any
Organization: solitary
Challenge Rating: 5
Treasure: standard
Alignment: always Neutral
Advancement: 3-6HD (Tiny); 7-12HD (Small)
Level Adjustment: N/A

• Immunities (Ex): the creature is immune to all status conditions, including exhaustion, fatigue, & paralysis; this does not include dead, disabled, & dying

• Power Plant (Su): the creature can fully charge any electronic &/or mechanical device that requires a power source; this is a full-round action that provokes attacks of opportunity


Dude, thank you! This is so awesome. :smallbiggrin: