Pathfinderize famous pop culture characters?


Conversions

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Anyone ever make Pathfinder versions of famous characters? I'll get the ball rolling.

Walter White CR 12
LE old male human Alchemist(Visionary Researcher) 12
former graduate of Lepidstadt University who uses stolen Numerian technology to manufacture an incredibly addictive drug know as "Azure Blue" that is spreading throughout his native Andoran.

Bruce Wayne CR 18
CG male human Ninja 6/Monk 6/Fighter (Unarmed Fighter) 6
Decadent Chelix nobleman by day, Demon Bat by night. Bruce Wayne has went all over the world learning the skills of the worlds greatest Assassins (Red Mantis, Assassin's guild of Daggerford, Ninja clans of Minkai) to overthrow the infernal government of Chelix and its criminal enterprises.

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

"Dr." Facilier CR 8 (or 17)
LE Middle Aged Human Witch 9 (or 18)
Dr. Facilier AKA The Shadow Man's avarice led him to selling his soul in exchange for magic. What he didn't see until it was too late was that for every material component or focus he needed from his otherworldly contacts would cost him additional funds, and soon found himself in massive debt. Eventually he became desperate enough that he turned his silver tongue to tricking others in the way he felt he'd been tricked.

Link CR 4
LG Young Human Paladin (Sword of Valor) 5
Link felt the call to heroism early in his youth, and will likely spend the rest of his days championing all things good and right with exemplary courage in the face of evil. He has sworn his allegiance to his country's princess, and vows to defend her and her kingdom's interests at all times.


Queen Elsa cr 13
NG female human sorcerer 14
Queen else is the beloved ruler of arendelle who has recently returned after her country suffered a terribly early winter. she now uses her icy powers to restore her one green and plentiful kingdom.

Olaf cr6
Awakened ice golem commoner 2
Olaf is a creation of queen Else during her exile, given strange life by her icy magics. Now the kindly Olaf serves Queen Elsa in seeing to the needs of her people after the recent strange coldsnap.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Some are more loosely inspired than others, but here goes:

Batman (Comic Book Hero)

Blind Kenshi (Video Game Character)

Evil Vizier (Video Game Villain)

Genki (Anime Villain)

Guinn (Anime Hero)

Hama (Cartoon Villain)

Kano (Video Game Villain)

Lucifer (Biblical Figure)

Morgan (Movie Heroin)

Poison Ivy (Comic Book Villain)

Nives (Anime Villain)

Rockman (Video Game Hero)

Samson (Movie Hero)

Santa Clause (Childhood Fantasy)

Stay Puffed Marshmallow Man (Movie Monster)

Toff (Anime Hero)

Tyrion Lannister (Television Character)

Shameless Self Promotion:
Please check out my Crazy Character Emporium for dozens more! Or visit the Emporium's official discussion thread and leave a comment (and don't forget to mark the opening post as your favorite--or we'll die.


clff rice wrote:

Queen Elsa cr 13

NG female human sorcerer 14
Queen else is the beloved ruler of arendelle who has recently returned after her country suffered a terribly early winter. she now uses her icy powers to restore her one green and plentiful kingdom.

Olaf cr6
Awakened ice golem commoner 2
Olaf is a creation of queen Else during her exile, given strange life by her icy magics. Now the kindly Olaf serves Queen Elsa in seeing to the needs of her people after the recent strange coldsnap.

I could see Elsa being the daughter of a king from the Linnorm Kingdom who was cast out by the people when her powers manifested with Olaf being her ice elemental familiar.


samuraixsithlord wrote:
clff rice wrote:

Queen Elsa cr 13

NG female human sorcerer 14
Queen else is the beloved ruler of arendelle who has recently returned after her country suffered a terribly early winter. she now uses her icy powers to restore her one green and plentiful kingdom.

Olaf cr6
Awakened ice golem commoner 2
Olaf is a creation of queen Else during her exile, given strange life by her icy magics. Now the kindly Olaf serves Queen Elsa in seeing to the needs of her people after the recent strange coldsnap.

I could see Elsa being the daughter of a king from the Linnorm Kingdom who was cast out by the people when her powers manifested with Olaf being her ice elemental familiar.

Though given her ability to fabricate and sculpt ice to such a precise degree her having levels in witch with the winter witch archetype and winter witch prestige class would fit so much better. With Olaf being her Ice Elemental Familiar. something like:

Queen Elsa
NG Female Witch (Winter Witch) 10/Winter Witch 5


She was born with her powers and has no familiar so sorcerer beats out witch IMO. Though functionally she is closer to the winter witch/witch combo.


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Princess Anna CR 2
NG Female Bard 3 (She sings while attempt a skill check. 'Nough said. Also, all that stuff had to worth some xp)
Having died, or close enough, once already, rescued her sister, and saved a kingdom, this younger sister to the queen is, to put it mildly, relentlessly optimistic.

Christoff CR 5
NG Male Ranger 6
Christoff, and his faithful companion Sven, accompany Princess Anna on her adventures. One due to romantic interest, the other due to carrots.


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Hans Cr 5
NE Noble (Douchebag archtype) 4\Fighter 3
A scheming prince from another land seeking the throne of arendelle.


I'm currently working on versions of characters from Pinnacle's Deadlands RPG. Here's what I've got so far

Here's the Prime Servitors of the Reckoners

Raven CR 27
NE Venerable Male Human Witch 20/Archmage 10

Jasper Stone CR 26
CE Old Male Harrowed Human Gunslinger 20/Trickster 6

Ezekiah Grimme CR 24
LE Old Male Human Cleric (Evangelist) 20/Marshall 7

Darius Hellstromme CR 23
LE Old Male Human Alchemist 20/Trickster 4

Rail Barons

Mina Devlin CR 17
NE Male Female Human Witch 17

Baron Simone LaCroix CR 18
CE Male Human Oracle (Juju) 18

Joshua Chamberlain CR 9
LN Old Male Human Fighter 6/Gunslinger 3

Fitzhugh Lee CR 6
LN Male Aristocrat 3/Fighter 4

Kang CR 18
LE Old Male Human Monk 8/Sorcerer 10

Dr. Jacob Smith CR 15
N Old Male Human Alchemist 15

Sir Clifton Robards CR 13
N Male Human Aristocrat 5/Alchemist 9

Heroes & Villains

Ronan Lynch CR 14
CN Male Human Harrowed Gunslinger 12

Shane Lacey CR 8
CG Male Human Rogue 8

Doc Holiday CR 16
NG Male Human Gunslinger 8/Wizard 8

Nicodemus Whateley CR 16
CE Male Human Wizard 16

Edmund Hoyle CR 22
LG Male Venerable Human Wizard 20/Archmage 5


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Huckster (Wizard Archetype)
Prerequisite A Wizard must be a Universalist before he can take this archetype. Other types of school specializations are not suited to this archetype’s focus

Class Features
Class Skills Bluff, Perception, and Sleight of Hand are considered class skills for a Huckster.

Rogue Talents A Huckster can choose to learn a Rogue talent in place of a wizard's bonus feat every 5 levels. He must meet any Prerequisites for the talent.

Weak Magic A Huckster can prepare and cast one less spell per level than normally possible and cannot form an Arcane Bond.

Spell Gamble While a huckster can memorize and cast spells like a normal wizard, he can also choose to gamble with darker forces and "cheat" his way around the limitations of wizardry. When a Huckster chooses this option a player can draw 1d4+5 playing cards from a standard 54 card poker deck (leave the Jokers in) and make the best poker hand possible. Any unused cards are discarded except for the Jokers (which have to be used, see below) Depending on which hand he chooses to play, he can apply the following effects to his spells:

Pair (Two cards of same numerical value): Cast any 1st level spell or lower without expanding spell slot
Jacks or Better (A pair of Jacks or better): Cast any 2nd level spell or lower without expanding spell slot
Two Pair (Two sets of two Cards): Cast any 3rd level spell or lower without expanding spell slot
Three of a kind (Three cards of same numerical value): Cast any 4th level spell or lower without expanding spell slot
Straight (Five sequential cards): Cast any 5th level spell or lower without expanding spell slot
Flush (Five cards of same suit): Cast any 6th level spell or lower without expanding spell slot
Full House (Three cards of same value, two of another): Cast any 7th level spell or lower without expanding spell slot
Four of a kind (Four cards of same value): Cast any 8th level spell or lower without expanding spell slot
Five of a Kind (Five cards of same value): Cast any 9th level spell or lower without expanding spell slot
Straight Flus (Five sequential cards of same suit): Can cast any one spell the character has prepared and cast it as if were empowered, maximized, and quickened. The character does not need to know these feats and the spell is expanded when this ability is used.
A Huckster can use this ability equal to half her character level (rounded down) plus her intelligence modifier per day. This replaces the universalist wizards Metamagic Mastery.

Joker's Wild Mark one Joker as red and one as black in the Huckster deck. If the player draws a joker he must use it in his hand. If he draws both jokers he has to play the black joker and discard the red joker. The red joker can be used to complete a hand without any adverse effect, but the black joker represents the darker forces getting back at the Huckster for his cheating ways. Role on the following table if a character pulls a black joker:
1d20 effect
1-4 The spell is not cast and the Wizard loses the prepared spell
5-9 The character takes 10d6 points of damage and the spell is lost. This damage bypasses any protection the character might have
9-12 the character gains 1d4 temporary negative levels. These levels return after a 12 hour period and can be restored by a restoration or greater restoration spell
13-16 The character is possessed by an evil force. His alignment changes to Chaotic Evil and he becomes
an NPC under the game masters control. Such a character usually attacks other members of his
group or wanders off to do something truely evil. The player regains control of his character after
a 24 hour period is up or if he's targeted by a dismissal or banishment spell.
17-20 The Wizard must make a DC 20 Fort check or explode if a ball of green fire as if targeted by a
destruction spell. Only a wish, miracle, or true resurrection spell can bring this character back from
the dead.

New Feats

Old Hand
The character has been dealing with the devil for along time. It's hard for ol' scratch to pull one over on him.
Prerequisites Must be a Universalist (Huckster). Must be 12th level.
Benefits The Character roles d6's when drawing cards to cast a spell. Furthermore he can choose to draw cards one at a time. Stopping when he had reached his desired hand


Wouldn´t that also work as a slightly remodeled Harrower with a trickster level or two (or vice versa)?


The Shaman wrote:
Wouldn´t that also work as a slightly remodeled Harrower with a trickster level or two (or vice versa)?

I was trying to capture the flavor of a Deadlands Huckster for Pathfinder plus I'd say it's more then a slightly remodeled harrower.


clff rice wrote:
She was born with her powers and has no familiar so sorcerer beats out witch IMO. Though functionally she is closer to the winter witch/witch combo.

an Oracle with the Winter mystery could also work.

Liberty's Edge

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Pathfinder Battles Case Subscriber

Some Disney conversions I did awhile back...

Tigger:

The wonderful thing about Tiggers...
(is Tiggers are worth some XP!)

CR4 XP 1200
CG Unique Small magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 24 (4d10+4)
Fort +4, Ref +7, Will +1
OFFENSE
Speed 30 ft.
Melee +5 Slam (1d4)
Special Attacks Pounce
STATISTICS
Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +3; CMD 17
Feats Skill Focus: Acrobatics, Improved Initiative
Skills Acrobatics +17 Perception +5, Stealth+12
SPECIAL ABILITIES
Tiggers are cuddly fellas (ex): All damage caused by a Tigger is considered nonlethal damage.
Tiggers are awfully sweet (su): Tiggers are supernaturally charming and any creature wishing to harm a Tigger is required to make a Will save (DC 14) or be unable to attack. The effect works as per the Sanctuary spell except the Tigger is still granted this protection even if it attacks an opponent (since a Tigger never attacks anything to cause it permanent harm.)
They're loaded with vim and vigor (sp): A Tigger can cast haste on itself three times per day. This effect lasts 1 round per hit die of the Tigger.
They love to leap in your laps!: Tiggers receive a +4 racial bonus to Acrobatics checks.

Scrooge McDuck:
: Male duck (human); Expert 10; Medium-sized humanoid; HD:10d8+20; Hit Points: 77; Init:+1; Spd:30ft.; AC:11; Flat-Footed:10; Touch:11; BAB:+7/+2; CMB:+8; CMD:+19; Attack: +8/+3 Cane* (club) (1d6+1 damage); Space/Reach:5ft./5ft.; SQ: Skilled; AL:LG; SV: Fort +5 Ref +6 Will +12
Str 12 Dex 12 Con 12 Int 16 Wis 18 Cha 16
Skills and Feats: Acrobatics 15 Appraise 17 Climb15 Diplomacy 23 Handle Animal 17 Know-Geography 17 Know-History 17 Know-Nobility 17 Linguistics 17 Profession-Sailor 18 Profession-Miner 18 Ride 15 Sense Motive 24 Swim 15 Improved Unarmed Strike, Skill Focus: Diplomacy, Skill Focus: Sense Motive, Toughness, Combat Expertise, Improved Disarm
Special Equipment: Scrooge’s Number One Dime (as a Stone of Good Luck except it does not radiate magic and only functions when in the possession of Scrooge McDuck)
*Cane – Scrooge gains a +2 bonus to trip or disarm opponents with his cane.

Jiminy Cricket:
: Male cricket; Expert 3; Fine-sized Magical Beast (augmented vermin); HD: 5d8; Hit Points: 40; Init:+4; Spd:10ft. Climb 10ft.; AC:22; Flat-Footed:18; Touch:22; BAB:+2; CMB:-11; CMD:+8; Attack: +5 Cane (club) (1-5 damage); Space/Reach:.5ft./0ft.; AL:LG; SQ: Lowlight Vision, Darkvision 60ft. Tremorsense 30ft. SV: Fort +4 Ref +5 Will +7
Str 1 Dex 18 Con 10 Int 14 Wis 18 Cha 15
Skills and Feats: Acrobatics 10 (14 jumping) Climb 9 Diplomacy 8 Escape Artist 10 Know: Nature 8 Perception 16 Perform: Sing 11 Perform: Dance 8 Sense Motive 12 Stealth 18 Swim 0 Skill Focus: Perform-Sing, Skill Focus: Sense Motive, Alertness
Special Qualitites: Jiminy receives a +4 racial bonus on Acrobatics checks made to jump and a +4 racial bonus to Perception checks. Jiminy receives a +2 bonus to disarm and trip attempts made with his cane if, for some crazy reason, he actually gets into a fight.

Pinocchio:
: technically male puppet; Commoner 1; Small-sized Construct (augmented); HD: 1d10+1d6+10; Hit Points: 21; Init:+1; Spd:20ft.; AC:14 (+1 Size, +2 Natural, +1 Dex); Flat-Footed:13; Touch:12; BAB:+1; CMB:-4; CMD:+10; Attack: +1 Slam (1d3-3 damage); Space/Reach:.5ft./5ft.; AL:NG; SQ: Lowlight Vision, Darkvision 60ft., Construct traits (however, as a thinking creature, Pinocchio is subject to mind-affecting effects) DR 5/slashing Vulnerable to Fire SV: Fort +0 Ref +2 Will -2
Str 5 Dex 12 Con - Int 12 Wis 7 Cha 14
Skills and Feats: Acrobatics 3 Perform-Sing 4 Perform Dance 7 Skill Focus: Perform-Dance
Special Abilities The Nose Grows (ex)- Pinocchio's nose grows anywhere from an inch to one foot every time he tells a lie. The length of growth depends on how big a lie he tells. Conceivably, he could break off lengths of his elongated nose and use them for killing vampires.


Why is ravingdork's santa conversion evil? Plz explain.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Because he corrupts children the world 'round.


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I guess cuz he also breaks into houses and eats the little kids' cookies?


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zauriel56 wrote:
I guess cuz he also breaks into houses and eats the little kids' cookies?

And has enslaved an entire race of people to work in his sweat shop year round.


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Everyone knows Sandy Claws is Evil.

Silver Crusade

Sissyl wrote:
Everyone knows Sandy Claws is Evil.

so what we have to do is kidnap Mr.Sandy Claws


Exactly.


This thread lost all credibility when Walter White was listed as evil.


Bill Lumberg wrote:
This thread lost all credibility when Walter White was listed as evil.

?


Lloyd Jackson wrote:
Bill Lumberg wrote:
This thread lost all credibility when Walter White was listed as evil.
?

By my count he only killed about 15 people personally. And one of them

Spoiler:
Hector Salamanca
was willing to die. The nazi gang performed the killings in the jails on his behalf, he did not spill any blood himself. And while he might have watched someone die of an overdose without moving to save her there is no guarantee that she would have lived anyway.

All in all, not that bad of a guy; chaotic neutral at worst.

Liberty's Edge

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Bill Lumberg wrote:
By my count he only killed about 15 people personally.

This is a higher death toll than many serial killers. Also, you don't need to kill anyone to be Evil.


Deadmanwalking wrote:
Bill Lumberg wrote:
By my count he only killed about 15 people personally.
This is a higher death toll than many serial killers.

Those are the underachievers.

Contributor

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Edward Cullen
Vampire/Oracle 5 or possibly Vampire/Psion 5 (if 3rd party available)

Jacob Black
Werewolf/Ranger 5

Harry Potter
Wizard 7 or maybe Sorcerer with Serpentine Bloodline

Hermione Granger
Wizard 10

Ronald Weaseley
Wizard 5

lol

Liberty's Edge

Bill Lumberg wrote:
Those are the underachievers.

Sure, but they're still Evil underachievers.

zerzix wrote:

Harry Potter

Wizard 7

Hermione Granger
Wizard 10

Ronald Weaseley
Wizard 5

Actually, I'd argue that "Wizards" in Harry Potter better fit the Sorcerer class (they only have a few spells they use regularly, most of the rest of what they do is Item Creation Feats). Also, they should all be the same level, they just have different areas of specialty, and different stats.


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Harry Dresden
NG Arcanist 6/Fighter 1/Eldritch Knight 7/ Winter Knight 1 (Think of it as a Mythic Class, like the Archmage or Champion. Or as him taking the dual path feat for both)

Honestly, I'm not much for famous pop culture characters, so I haven't thought about most anything else. However, I have devoted some time to the Butcher characters. Butcher tends to make a lot of pop culture references, so this kinda counts. I could try putting up stats and what not, but not sure if most people would get them.

Deadmanwalking wrote:
Actually, I'd argue that "Wizards" in Harry Potter better fit the Sorcerer class (they only have a few spells they use regularly, most of the rest of what they do is Item Creation Feats).

As for the Wizards in Harry Potter... I don't know. A lot of wizards tend to settle on the same set of spells and use those almost exclusively. But Sorcerers with the Arcane bloodline would work, considering their need for their wands. Would help explain the Pureblood/Mudblood thing, too. I could see it going either way.

Tony Stark
CG Transmuter 6/Fighter 1/ Eldritch Knight 10

Give him the Craft Construct feat, allow him to craft Constructs with the Construct Armor ability, and he's running around in a big metal suit, flying and blasting people with his ray spells.

Liberty's Edge

Xanzal wrote:

Harry Dresden

NG Arcanist 6/Fighter 1/Eldritch Knight 7/ Winter Knight 1 (Think of it as a Mythic Class, like the Archmage or Champion. Or as him taking the dual path feat for both)

Honestly, I'm not much for famous pop culture characters, so I haven't thought about most anything else. However, I have devoted some time to the Butcher characters. Butcher tends to make a lot of pop culture references, so this kinda counts. I could try putting up stats and what not, but not sure if most people would get them.

Oh! I really like that Harry Dresden build. That's pretty damn close to perfect, really. Probably with Factional training shoring up his Caster Level. Though I think he might have more than one Mythic Tier.

Xanzal wrote:
As for the Wizards in Harry Potter... I don't know. A lot of wizards tend to settle on the same set of spells and use those almost exclusively. But Sorcerers with the Arcane bloodline would work, considering their need for their wands. Would help explain the Pureblood/Mudblood thing, too. I could see it going either way.

The bloodline thing is part of what I was thinking of, yeah. that and the fact that you're either born with the ability to be a Wizard or you aren't. No amount of training can overcome not being born with it.


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Dr. Bruce Banner CR 20
LN Male Human Alchemist 7/Barbarian 5/Master Chymist 8

Edward Kenway CR 18
CG Male Human Rogue 18 (Pirate)

Leonardo Da Vinci CR 17
LG Male Old Human Expert 2/Wizard 10/Alchemist 6

Arthas Menethil CR 20
LE Male Human Antipaladin (Knight of the Sepulcher) 20


Xanzal wrote:

Harry Dresden

NG Arcanist 6/Fighter 1/Eldritch Knight 7/ Winter Knight 1 (Think of it as a Mythic Class, like the Archmage or Champion. Or as him taking the dual path feat for both)

Nice. I think Winter Knight might be best expressed as a template, like Baba Yaga's riders, as it makes him fey-like, such as weakness to cold-iron.

Not sure on levels for these.

Murphy
LG Monk(Martial Artist)/Ranger(Urban Ranger/Skirmisher)

Molly
N Illusionist (Sorcerer or Arcanist might be better, but the Illusion school really seemed to fit, likewise the persistent illusion discovery.)


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Adolf Hitler. Bard, level 5.

Liberty's Edge

Lloyd Jackson wrote:
Nice. I think Winter Knight might be best expressed as a template, like Baba Yaga's riders, as it makes him fey-like, such as weakness to cold-iron.

Mythic Weaknesses are a thing...I would've gone with Template myself prior to the idea of it being a Mythic Path, but the more I think about it, the more sense that makes...

Lloyd Jackson wrote:

Not sure on levels for these.

Murphy
LG Monk(Martial Artist)/Ranger(Urban Ranger/Skirmisher)

Molly
N Illusionist (Sorcerer or Arcanist might be better, but the Illusion school really seemed to fit, likewise the persistent illusion discovery.)

Murphy's clearly the same level as Harry, so 14 or so. And I'd give her 5 levels of Gunslinger for Gun Training, personally. So Monk (Martial Artist) 5/Gunslinger (Pistolero) 5/Ranger (Urban Ranger/Skirmisher) 4. Or so. Maybe tack on a level or some Mythic power.

Molly's a few levels lower (10th or so? something like that), and I'd go Arcanist to stick with the characters working that way. You can get School Powers as an Arcanist, after all. I'd go straight Arcanist for her.

Thomas does have a template of some sort, and is probably a Swashbuckler (they've said there'll be a gun-using Archetype, so he'd grab that), so, like Swashbuckler 12 and a Vampire-like template for +2 CR or so.

Michael is a straight-up Paladin. Like, Paladin 12 or so, maybe higher, prior to his retirement. Ditto Sanya (at a bit lower levels to start with, but steadily rising) and Shiro (who was like 16th level+ and probably Mythic to boot).

Mouse is...well, some sort of frighteningly dangerous Outsider. Probably grabbed as a cohort by Harry via Leadership.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Where are the stat blocks? Come on guys!


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You do it. I'm lazy.

Oh, alright, fine.

Adolf Hitler: Level 5 Bard.

STR: 9
DEX: 7 (dude looked hefty.)
CON: 12
INT: 16
WIS: 13
CHA: 25

Liberty's Edge

Ravingdork wrote:
Where are the stat blocks? Come on guys!

Doesn't seem like that's the point of the thread, really. :)

A few more characters, non-Dresden Files related:

Riddick - Straight up Half-Orc Urban Ranger. Level varies depending on movie. Favored Enemy - Human is a must.

Bill "the Butcher" Cutting - Urban Ranger 2/Rogue 3. Or maybe just Rogue 5. Kills by stealth and anatomy knowledge.

Locke Lamora - Rogue 8 or so. So much Bluff.

Jean Tannen - Lore Warden Fighter 8 or so. Traits and Cosmopolitan to get some extra Class skills.

I'm sure I'll come up with more...


Ravingdork wrote:
Where are the stat blocks? Come on guys!

I've got one.

Raven CR 27
NE Male Venerable Human Witch 20/Archmage 10
NE Medium humanoid (human);
Init +9; Senses see invisibility; Perception +32
------------------------------------------------------
Defenses
------------------------------------------------------
AC 32, touch 22, flat-footed 26 (+5 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +5 natural)
hp 215 (20d6+95)
Fort +17, Ref +20, Will +24
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness; SR 35 (Arcane Only)
------------------------------------------------------
Offense
------------------------------------------------------
Speed 30 ft
Melee Raven's Coup Stick +17/+12 (1d6+4)
Special Attacks archmage arcana (wild arcana), channel power, eldritch breach, hexes (agony [20 rounds], animal skin, blight, death curse, disguise [20 hours/day], evil eye [-4, 19 rounds], feral speech, natural disaster, slumber [20 rounds], speak in dreams [16 rounds/day], weather control [1/day], mythic hexes, mythic power (23/day, surge +1d12), mythic presense, mythic spellcasting, resilient arcana, sanctum, throw spell.
Witch Spells Prepared (CL 20, Concentration +34)
Patron Spirits
------------------------------------------------------
Statistics
------------------------------------------------------
Str 14, Dex 20, Con 16, Int 48, Wis 26, Cha 21
Base Atk +10; CMB +20; CMD 34
SQ amazing initiative (+10), arcane bond (Raven's coup stick), Blessing of the Manitous, contingency, coupled arcana, crafting mastery, exceptional stats, immortality, legendary hero, mythic spellcasting, permanent spells, recuperation, Servitor of War, true archmage, vulnerability
Feats Accursed HexM, Ectoplasmic Spell, Extra Path AbilityM, Greater Spell Focus (necromancy), Improved Familiar, Improved Initiative, Mythic ParagonM, Mythic Spell LoreM, Quicken SpellM, Spell Focus (necromancy), Split Hex, Split Major Hex, Undead Master, Toughness.
Skills Bluff +20, Craft (alchemy) +33, Diplomacy +20, Intimidate +29, Knowledge (arcana) +38, Knowledge (geography) +33, Knowledge (history) +28, Knowledge (nature) +33, Knowledge (planes) +33, Perception +37, Ride +10, Sense Motive +20, Spellcraft +38, Stealth +18, Survival +15, Use Magic Device +29
Gear amulet of natural armor +5, belt of physical perfection +4, boots of speed, cauldron of true seeing, cloak of resistance +5, headband of mental prowess +6, Raven's Coup Stick. Raven can gain access to any magic item given the right amount of time.
------------------------------------------------------
Special abilities
------------------------------------------------------
Contingency If Raven is brought below 50 HP greater teleport wisks him away to his hidden spirit lodge.
Exceptional Stats Raven was born into greatness and is a pinnacle of human might. His ability score is generated using 25 points instead of the standard 15 poinst used for NPCs. Additionally, Raven has more gear then is usual for an NPC of his level. This ability raises Raven's CR +2
Raven's Coup Stick Forged through bloody mystical rites and the souls of hundreds of sacrifices, Raven has imbued his coup stick with great mystical power. His Coup Stick acts as Raven's familiar and replaces the normal Witch's familiar. His coup stick also functions like the Bonded Witch archetype's Staff Bonded Item (sp) and houses a significent portion of his life force.
Servitor of War Raven is the prime servitor of the red horseman War. He gains a +4 profane bonus to Intelligence, Wisdom, and Charisma. Raven gains all bonuses from being a venerable human male, but no penalties to Strength, Dexterity, and Constitution. War's blessing grants him an immunity to ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness. This ability raises Raven's CR +1
Immortal As long as Raven is the prime servitor of War he is effectively immortal. If he is ever brought to the point of death his body erupts into a flock of ravens and reforms to full hp 24 hours later. Only by discovering his special weakness can he be permanently killed.
Permanent Spells through the use of permanancy Raven is always under the effects of the following spells: arcane sight, darkvision, read magic, see invisibility, and tongues.
Blessing of the Manitous Through his many pacts with the forces of darkness, Raven knows all spells from the Witch spell list, all spells from the Sorcerer/Wizard spell list, and all spells with the evil descriper.
Vulnerability Raven can only truely be killed by an object used by someone to willfully murder a Native-American. Such objects completely ignore any magic defense he has in place, including his contingency. If someone were to score a critical hit with such an object Raven would die immediately regardless of his current hp. destroying his Coup Stick would also strip him of his Immortality and Servitor of War abilities. If his coup stick is not destroyed along with his body he reforms as a Lich in 1d10 days, with his Coup stick acting as his phylactery, but loses his immortality and Servitor of War abilities.

Raven's Coup Stick
Aura Strong transmutation/evocation; CL 17; Weight 4 lbs.
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descrption
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Decorated with feathers and Native-American fetishes, Raven's Coup Stick acts like a +4 unholy impact quarterstaff. 3 times per day his coup stick can be used to maximize any spell that Raven casts as if it were a Greater Metamagic Rod of Quicken Spell. Any spell cast this way gains the evil descripter.
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requirements
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Craft Staff, Quicken Spell, bull's strength, unholy blight, caster must be evil; cost 29,000 gp


I think when I get home I'll post the group of X-Men I was going to throw at my Wrath of the Righteous group before I killed the idea, if I remember I had Wolverine, Nightcrawler, Colossus, and Gambit started

Liberty's Edge

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Bremer Dan Gorst Human Fighter/15

Whirrun of Bligh Human Fighter (THF)/10 Barbarian (Savage/Urban) /5


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Big Trouble in Little China.

Lo Pan CR 20
LE Unique Ghost Wizard (Void Elementalist) 18

Thunder CR 15
LE Male Human Monk 10/Barbarian 5

Rain CR 15
LE Male Human Monk (Weapon Adept) 15

Lightning CR 16
LE Male Human Monk 8/Sorcerer 8

Egg Shen CR 16
CG Male Human Wizard 16/Archmage 2*

Wang Chi CR 12
NG Male Human Monk 12/Champion 2*

Jack Burton CR 5
NG Male Human Rogue 5/Trickster 2*

*The heroes unlock their mythic potential when they drink Egg's "medicine" and gain another when they defeat Lo Pan and the army. Had Lo Pan lifted his curse he would have become mythic.


Le Renard (CG Human Swashbuckler 12)
Rich dandy nobleman by day, defender of the downtrodden by night, his black cape is a legendary symbol of freedom. And the greatest mystery is his still at drawing Rs with the point of his rapier on the guardsmen's breeched.


Deadmanwalking wrote:


Murphy's clearly the same level as Harry, so 14 or so. And I'd give her 5 levels of Gunslinger for Gun Training, personally. So Monk (Martial Artist) 5/Gunslinger (Pistolero) 5/Ranger (Urban Ranger/Skirmisher) 4. Or so. Maybe tack on a level or some Mythic power.

Molly's a few levels lower (10th or so? something like that), and I'd go Arcanist to stick with the characters working that way. You can get School Powers as an Arcanist, after all. I'd go straight Arcanist for her.

Thomas does have a template of some sort, and is probably a Swashbuckler (they've said there'll be a gun-using Archetype, so he'd grab that), so, like Swashbuckler 12 and a Vampire-like template for +2 CR or so.

Michael is a straight-up Paladin. Like, Paladin 12 or so, maybe higher, prior to his retirement. Ditto Sanya (at a bit lower levels to start with, but steadily rising) and Shiro (who was like 16th level+ and probably Mythic to boot).

Mouse is...well, some sort of frighteningly dangerous Outsider. Probably grabbed as a cohort by Harry via Leadership.

Good call on Murphy. I was thinking of guns as commonplace, but for a better golarion fit we'd need the gunslinger. Not sure about mythic as a constant, but I'd definitely say she has access to artifacts, the swords, that can give her mythic power.

I'm not familiar with the ACG classes, so I'll trust you're judgement on the arcanist.

Yep on the knights. I'd agree that Shiro probably gained some permanent mythic tiers. Each of the swords being a bonded artifact?

Liberty's Edge

Lloyd Jackson wrote:
Good call on Murphy. I was thinking of guns as commonplace, but for a better golarion fit we'd need the gunslinger. Not sure about mythic as a constant, but I'd definitely say she has access to artifacts, the swords, that can give her mythic power.

Yeah, she's actually got several Mythic Power offers on the table right now. And even in a modern setting, she'd need some Gunslinger to get Dex to damage on guns (which is clearly a thing she has)...though looking around that does drop it to only one level, so I might move the other four to one of her other Classes. The class skills also help round her out.

Actually, looking at those rules (ie: in settings with common guns, Gunslingers get Gun Training at 1st instead of Gunsmithing), harry's one level of fighter might be appropriate to swap out for Gunslinger. It fits the Eldritch Knight requirements, and he certainly has grit...

Lloyd Jackson wrote:
I'm not familiar with the ACG classes, so I'll trust you're judgement on the arcanist.

I'm not super-familiar myself, I just remember that they can get School or Bloodline powers at least some of the time, if they wish.

Lloyd Jackson wrote:
Yep on the knights. I'd agree that Shiro probably gained some permanent mythic tiers. Each of the swords being a bonded artifact?

Yeah, that's probably a solid assumption, though, IMO, only Shiro had more than 1-3 Mythic Tiers total.


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Frank "Courier" - Transporter

Cavalier(Beast Rider)4
Monk(Flowing)3

Uses Alchemical Grease on himself before fighting large groups of enemies.


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Bender B. Rodriguez
CE Intelligent Construct Rogue 2*
*He gets caught frequently.


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Dr. Stephen Strange CR 25
LG Male Old Human Wizard 20/Archmage 10

Dr. Victor Von Doom CR 24
LE Male Human Alchemist 5/Wizard 15/Archmage 8


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Pathfinder Adventure Path Subscriber

Black Mage (8 bit Theater): CE Human Wizard Level 5 (can cast Fireball once per day)


samuraixsithlord wrote:


Dr. Victor Von Doom CR 24
LE Male Human Alchemist 5/Wizard 15/Archmage 8

This is interesting. But wouldn't you give him ranks of Fighter or Paladin(Fallen) or Magus or something? You know, for his heavy armor?

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