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    Quote Originally Posted by Debihuman View Post
    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.
    Last edited by imp_fireball; 2010-01-19 at 07:51 PM.

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    Ghost Wizard


    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.
    Last edited by imp_fireball; 2010-08-18 at 09:48 PM.

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    Dr. Mcninja


    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, 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) [Int], 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 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.

    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.
    Last edited by imp_fireball; 2010-08-18 at 09:51 PM.

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    Hedonism Bot


    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
    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
    Last edited by imp_fireball; 2010-01-19 at 07:54 PM.

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    Destructor


    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.
    Last edited by imp_fireball; 2010-01-23 at 12:24 AM.

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    Hypnotoad


    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, 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.

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    Nibbler


    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

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    Zoithulhu


    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.

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    John A. Zoidberg M.D.

    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
    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.
    Last edited by imp_fireball; 2010-09-07 at 04:58 PM.

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    Philip J. Fry

    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
    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.
    Last edited by imp_fireball; 2010-09-07 at 05:01 PM.

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    Turanga Leela

    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.
    Last edited by imp_fireball; 2010-09-07 at 05:04 PM.

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    Hermes Conrad

    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

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    Bender Bending Rodríguez

    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.
    Last edited by imp_fireball; 2010-09-24 at 11:12 PM.

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    Zapp Brannigan


    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).
    Last edited by imp_fireball; 2010-09-07 at 05:06 PM.

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    Eric Cartman

    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.

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    Homer J. Simpson

    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.
    Last edited by imp_fireball; 2010-06-15 at 01:10 AM.

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    Quote Originally Posted by TabletopNuke
    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 (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.
    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.
    Last edited by imp_fireball; 2010-01-21 at 01:12 PM.

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    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!
    Keep 3.5 alive!
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    Quote Originally Posted by TabletopNuke View Post
    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
    Last edited by imp_fireball; 2010-01-21 at 01:10 PM.

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    Quote Originally Posted by imp_fireball View Post
    I put it under your name in the OP. :P
    Thank you!
    Keep 3.5 alive!
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    Gordito Delgado


    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.
    Last edited by imp_fireball; 2010-09-07 at 05:12 PM.

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    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.
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    Quote Originally Posted by TabletopNuke View Post
    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.

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    Trust me... he needs the rage to keep up with the guy he is the side-kick to... Dr McNinja...
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    Dan Mcninja


    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).
    Last edited by imp_fireball; 2010-08-17 at 10:32 PM.

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    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).
    Last edited by imp_fireball; 2010-09-18 at 02:35 AM.

  27. - Top - End - #87
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    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.
    Last edited by imp_fireball; 2010-09-18 at 02:37 AM.

  28. - Top - End - #88
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    Default Re: Goofy Character Stat Blocks (Existing Media Only)

    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
    Last edited by Debihuman; 2010-06-15 at 05:48 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  29. - Top - End - #89
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    Quote Originally Posted by Debihuman View Post
    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.

    Quote Originally Posted by Debihuman View Post
    He is also fireproof.
    And simultaneously, VERY FLAMMABLE. Although that just may be rule of funny.
    Last edited by imp_fireball; 2010-06-15 at 02:13 PM.

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    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
    Last edited by imp_fireball; 2010-09-18 at 02:37 AM.

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