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    Default Sean 'Dark Smoke Puncher' Mcninja

    Sean 'Dark Smoke Puncher' Mcninja


    Yo, you saw the beets were madly gruzzled.
    - DSP commenting on the beets his mother made for him.

    Medium Humanoid (Human)
    9d6 HD (31 hp), Ninja 8, Expert 1
    Speed 30 ft. (6 squares)
    Init: +19
    AC 27; touch 27; flat-footed 12 (Dex +15, Misc +2)
    BAB +6/+1; Grp +16
    Attack Unarmed +16 (1d6+10 Bludgeoning, 20/x2), or Shuriken +21 (1d2 Piercing, 20/x2), or Katana +16 (1d8+10 Slashing, 19-20/x3) or Nunchaku +16 (1d6+10 Bludgeoning, 20/x2)
    Full-Attack Unarmed +16/+11, or Shuriken +21/+16, or Katana +16/+11 or Nunchaku +16/+11
    Space 5 ft.; Reach 5 ft.
    Special Attacks Sudden Strike 4d6, Ghost Strike
    Special Qualities Ki Power, Trap Finding, Ghost Step (invisible), Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Just a Ninja, Mcninja Code of Honor, Ninja Dash
    Saves Fort +2 Ref +21 Will +2
    Abilities Str 30, Dex 40, Con 10, Int 16, Wis 10, Cha 8
    Skills Move Silently +27, Hide +27, Balance +26, Jump +23, Tumble +29, Techcraft +15, Knowledge (Science and Technology) +15, Use Technological Device +18, Climb +24, Escape Artist +21, Listen +12, Craft (Automaton) +12
    Feats Improved Unarmed Strike, Skill Focus (Use Technological Device), Skill Focus (Craft [Automaton])
    Environment Mcninja Residence
    Organization Mcninja Family
    Challenge Rating 10
    Treasure Gray Gas Grenades, Katana, Nunchaku, Infinite Shurikens, Gold Chain, Ball Cap, Ninja Outfit
    Alignment Lawful Neutral
    Advancement by Level (Any Class)
    Level Adjustment +2

    Just a Ninja (Trait)

    DSM may not be a doctor, but being a ninja alone gives him +20 Strength, +20 Dexterity, and automatic proficiency with the katana. Additionally, he may reduce falling damage from 'jumping down' by up to 50ft. instead of 10ft.
    Last edited by imp_fireball; 2010-01-24 at 07:53 PM.

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    Default Re: Sean 'Dark Smoke Puncher' Mcninja

    Grizzly Bear-Bot


    That is gross.
    - Gordito, noting the bear-bot's special attack

    Large Construct (Circuited Robot)
    6d10 HD +30 (65 hp)
    Speed 40 ft. (8 squares)
    Init: +0
    AC 15; touch 10; flat-footed 14 (Natural Armor +5, Dex +1, Size -1)
    BAB +4; Grp +16
    Attack Claw +11 (1d8+8 Slashing, 20/x2) or Bite +11 (2d6 +4 Piercing, 20/x2)
    Full-Attack Two Claws +11 and Bite +6
    Space 10ft.; Reach 5ft.
    Special Attacks Head as a Weapon
    Special Qualities Hardness 10, Brown Bear Traits
    Saves Fort +2 Ref +3 Will +3
    Abilities Str 27, Dex 13, Con -, Int 8, Wis 12, Cha 6
    Skills Listen +4, Spot +7, Swim +12
    Feats Endurance, Run, Track
    Environment Mcninja Retreat
    Organization Mcninja Robot Defense
    Challenge Rating 4
    Treasure Nothing
    Alignment Chaotic Evil
    Advancement by Level (Any Class)
    Level Adjustment +2

    Head as a Weapon (Racial)

    The grizzly bear-bot can fire its head at a range of up to 50ft maximum (no increment penalty). This is a standard action that counts as making one bite attack against whomever the head is fired at. Once fired, the head, since it is attached to a steel cord, can be retracted as two full round actions. An un-retracted head is considered helpless however it may still be wielded as a two handed weapon by the body. The weapon itself works like a whip in that it has 50ft. reach but does threaten any spaces.

    The head can also make grapple attempts against creatures it successfully bites, applying half strength modifier (the head itself is considered small for purposes of applying size). Because the head is independant of the body, making grapple checks with the head does not count as an action made by the body (ie. The body spends a standard action to attack with the head. The head succeeds and bites its victim, as well as winning a grapple check, which is a standard action for the head. The body still has a move action left over.). Both the head and body act in the same turn.

    The head speaks common and is not required for the body to 'see'.

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