Pathfinderize famous pop culture characters?


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Not really a pop culture reference, but my child has recently discovered Ruby Gloom. Don't hold this against me...

Ruby Gloom. NG Young Human Witch 2 with a Black Cat familiar. Possibly the Fortune + Cackle hexes, as she seems to inspire her friends, which could also mean a patron of Peace or Devotion...

Misery. LN Young Human Haunted Ancestor Oracle 2... Having bad luck and an obsession with her family tree, that's what it should be, but mechanically its more of a Consumed Lore Oracle.

Iris. NG Acrobat Rogue 2... since she the same size as the other kids, she'd have to be a one eye'd human as opposed to a small sized cyclops.

Scaredy Bat. NG awakened bat. Afraid of everything.

Silver Crusade

Te'Shen wrote:

Not really a pop culture reference, but my child has recently discovered Ruby Gloom. Don't hold this against me...

Ruby Gloom. NG Young Human Witch 2 with a Black Cat familiar. Possibly the Fortune + Cackle hexes, as she seems to inspire her friends, which could also mean a patron of Peace or Devotion...

Misery. LN Young Human Haunted Ancestor Oracle 2... Having bad luck and an obsession with her family tree, that's what it should be, but mechanically its more of a Consumed Lore Oracle.

Iris. NG Acrobat Rogue 2... since she the same size as the other kids, she'd have to be a one eye'd human as opposed to a small sized cyclops.

Scaredy Bat. NG awakened bat. Afraid of everything.

Poe Awakened Raven Bard, not sure on the alignment


Dreaming Psion wrote:

Some DC comics ones:

Green Lantern (generic): human sorcerer 18 (starsoul bloodline, may have Eldritch Heritage feat for arcane bloodline/arcane bond [ring], 9th level spell is Interplanetary Teleport); level may be reduced to 14 if you rule that Greater Teleport can transport between planets on its own.

I assume he has as many force spells as possible.

I'd give him at least 6 tiers in Archmage so he could get the Tangible Illusion and Star Walker path abilities. Tangible Illusion makes it so he could realistically come up with anything he could think of. Don't give him Interplanetary teleport or any teleport spell. The GL ring allows a person to travel through the universe at incredible speeds but it doesn't allow instant transportation.

Silver Crusade

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From a well known Irish Song

Molly Malone:
The transparent form of a pretty female walks towards you, pushing a wheelbarrow and advertising various shellfish in a loud voice.

Sweet Molly Malone CR 3
XP 800
Human (Gutter Rat) Ghost Commoner 3
NG Medium undead (humanoid, human, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 deflection)
hp 30 (3d6+12)
Fort +5, Ref +3, Will +4; +2 vs. electricity, +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (perfect)
Special Attacks corrupting touch
--------------------
Statistics
--------------------
Str —, Dex 12, Con —, Int 8, Wis 16, Cha 19
Base Atk +1; CMB +2; CMD 16
Feats Simple Weapon Proficiency - One, Storm-Lashed, True Love
Skills Appraise +0, Diplomacy +5, Fly +17, Perception +15, Profession (Fishmonger) +9, Sense Motive +5, Stealth +11; Racial Modifiers +8 Fly, +8 Perception, +10 Stealth
Languages Common
SQ gutter rat, heart of the slums, heart of the streets, mixed heritage
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Touch 3d6 (DC 15) (Su) Touch does 3d6 damage from aging, ignoring most resistances (Fort half).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (30 feet, Perfect) You can fly!
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Rejuvenation (Su) Ghosts can return after a few days.
Storm-Lashed Ignore many of the effects of bad weather
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

In life, Molly was a sweet girl, if a bit on the dim side. The child of two fishmongers, she was a fishmonger herself. She was a sweet lass who sold live shellfish from a wheelbarrow. For many years, first following her parents and then later on her own her lovely voice could be heard ringing out advertising her shellfish.

However one day she contracted a fever, and it took her life. However instead of passing onto the next life she seemed determined to keep selling those shellfish, and so now her ghost wanders the streets calling out that she is selling shellfish alive, alive-o.

She doesn't harm anyone, so she's generally ignored by the locals. They simply call her Poor, Sweet Molly Malone.


I'm working on a Lyra Silvertongue and Mrs. Coulter, both from His Dark Materials.
Both are witches, though they have very different focii. I'm not sure either will ever see Society play, but I like having some options in my barracks for AP's.

I also have an Orual from "Till We Have Faces" by C.S. Lewis, but even a biblio-nerd like me wouldn't call that 'pop' culture.

Other ideas I have floating around include Mina Harker (archivist), Babydoll from Suckerpunch (Dervish Dancer, or possibly a battle oracle), Queen Boudicca who will likely be a barbarian with a dip in Oracle, Malificent, and there might be a few ladies from greek mythology bumping around in my brain.

I'm an RP/story heavy player (and also quite new, so my characters are often interesting but extremely imperfect), so I like the exercise of seeing how close I can get to the spirit of the character from within the confines of the rules and skills available.


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The Man With No Name (Clint Eastwood)
CN Human Gunslinger (Mysterious Stranger) 7
Ability Scores: Str 10, Dex 16, Con 14, Int 13, Wis 10, Cha 16
Feats*: Deadly Aim, No Name, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (revolver)

* He lacks Gunsmithing because advanced guns were commonplace during the Wild West era.


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Daniel Plainview (Their Will Be Blood)

Human
Bard 3 (Court Bard)
Rogue 3 (Charlatan) Coax Information


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Does this count as "pop-culture?"

Ash Ketchum
Human Master Summoner 9
Str:10 Dex:12 Con:12 Int:14 Wis:14 Cha:16

Eidolon: Pikachu

Evolutions: Bite, Legs (2), Climb, Energy Attacks (Electricity), Breath Weapon 60ft line (Electricity)


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Richard B. Riddick
CN Male Advanced Human Rogue (Knife Fighter) 10/Fighter (Unarmed) 4/Ranger 4


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Sephiroth
Magus (Kensai) 20 Champion/Archmage 10

Str:44
Dex:21
Con:25
Int:27
Wis:21
Cha:21

AC:50 = 10(base) + 13(armor) + 4(shield) + 5(dex) + 8(int) + 5(natural) + 5(deflection)

HP:312 (20d8+140+50)

Attacks: +34/+34/+34/+34

Masamune (+5 Invigorating Large Katana of Speed): 1d10 + 63 (15-20, x4)

Spells: Access to all Magus Spells plus some


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@ Sindalla: Cloud's probably a Champion, then, with the Precision ability taken multiple times; coupled with haste, that could account for 312 points of damage in 1 round, assuming he's got Mythic Power Attack.


Detect Magic wrote:
@ Sindalla: Cloud's probably a Champion, then, with the Precision ability taken multiple times; coupled with haste, that could account for 312 points of damage in 1 round, assuming he's got Mythic Power Attack.

I kind of just threw him together. I could have missed some things, he would probably have more hit points if I made him a fighter or samurai, and I didn't really bother with feats, he could have toughness.

I did magus because of his ability to cast spells and melee. The same would apply to any of the FFVII characters, although I might give Barrett the Spellslinger archetype, Aeris would probably be a full caster (prone to mystic theurge)


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Cloud should be able to kill Sephiroth in 1 round, was my point.


If Cloud were mythic, indeed, he would be able to.

I guess for the sake of flavor, Mythic=Boss?

Cloud wouldn't be mythic, because he's not a "boss monster?"

Defeating a mythic creature (Sephiroth) would ascend him into mythic tiers?


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Precision + haste is a pretty accurate conversion of Cloud's Omnislash, so I'd call him mythic (especially if Sephiroth's mythic).


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Detect Magic wrote:
Cloud should be able to kill Sephiroth in 1 round, was my point.

MADNESS! ...that attack took more than six seconds, so it was two rounds. ;)


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Ellis Albert "Al" Swearengen (Deadwood)
NE Human Rogue (Charlatan) 5
Ability Scores: Str 14, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Feats: Deceitful, Intimidating Prowess, Persuasive, Quickdraw, Weapon Focus (dagger)
Rogue Talents: Rumormonger, Strong Impression, Underhanded


Maleficent CR 19
CE Female Human Sorcerer (Fey Bloodline) 20
Ability Scores Str 8, Dex 10, Con 12, Int 16, Wis 10, Cha 25


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Maleficent in full.

Search for your pop icon on the boards and see if it has already been statted, then repost it here. Could be fun.

David Fryer wrote:

Okay, I don't know what possessed me but I had an urge to stat up Maleficent, the evil sorceress/fairy from "Sleeping Beauty."

Maleficent
Female Half Elf Sorcerer 16 (Fey Bloodline)
NE Medium Humanoid (Elf, Human)
Init: +6, Senses: Low-light Vision, Perception +18
AC: 22, Touch: 16, Flat footed: 20
(+4 armor, +3 deflection, +2 Dex, +1 dodge, + 2 natural)
hp: 84 (16d6+32)
Fort: +6, Ref: +7, Will: +10
Speed: 30 ft
Melee: +3 flaming quarterstaff +10 ( 1d6+2/1d6+2 plus 1d6 fire)
Ranged: Masterwork light crossbow +11 (1d8/19-20)
Special Attack: Laughing Toch (8/day)
Spells Known: 8th (DC 23, 3/day) Polar Ray
7th (DC 22, 4/day) Delayed Blast Fireball, Form of Dragon II, Irresistable Dance
6th (DC 21, 5/day) Chain Lightning, Disintigration, Globe of Invulnurability, Mislead
5th (DC 20, 6/day) Beast Shape III, Dominate Person, Polymorph, Tree Stride, Waves of Fatigue
4th (DC 19, 6/day) Bestow Curse, Black Tentacles, Crushing Despair, Lesser Globe of Invulnurability, Poison
3rd (DC 18, 6/day) Deep Slumber, Dispel Magic, Displacement, Hold Person, Windwall
2nd (DC 17, 6/day) Alter Self, Blur, Fog Cloud, Glitterdust, Hideous Laughter, Touch of Idiocy
1st (DC 16, 6/day) Alarm, Burning Hands, Charm Person, Color Spray, Entangle, Mage Armor
0 (DC 15) Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 20
Base Atk: +8, CMB: +20, CMD: 29
Feats: Agile Manuvers, Arcane Strike, Combat Casting, Defensive Combat Training, Eschew Materials, Improved Initative, Maximize Spell, Mobility, Point Blank Shot, Toughness, Two Weapon Fighting
Skills: perception +18, Spellcraft +22, Use Magic Device +26
Languages: Common, Elven, Goblin
SQ: Half Elf Traits, Fey Magic, Fleeting Glance, Woodland Stride
Combat Gear: Bracers of Armor +4, Ring of Protection +3, Amulet of Natural Armor +1 4 Potions of Cure Deadly Wounds
Other Gear: +3 flaming quarterstaff, masterwork light crossbow w/10 bolts, other possessions

Maleficent was born into wealth and privilege. That all changed when she was 16 with the Red Revolution and her father's execution. Her mother took her Kyonin but it was a hard place for a half elven child. Maleficent grew bitter and vowed to be restored to her rightful place. She is a master manipulator and has been eyeing the River Kingdoms as a place to begin rebuilding her power.


Evil Archmage from White Wolf

Voormas, Grand Harvester of Souls
CE Male Venerable Human Sorcerer (Undead) 20/Archmage 10


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's a powerful archmage based off of Ommadon the Red Wizard, as shown in the animated film, Flight of Dragons.


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Pathfinder Adventure Path Subscriber

Most of the main cast from Planescape: Torment (exact levels can vary)

Annah CN female tiefling fighter/thief (fairly obvious, weapon training in light blades, feats include power attack, two-weapon fighting feat chain, weapon finesse, and improved crit/weapon focus/weapon specialization in punching daggers)

Dakkon- LN male githzerai magus (blade-bound magus)

Fall-From-Grace- NG (not LN) female risen/redeemed succubus cleric

Ignus- CN/E male fire-infused human sorcerer (wild-blooded- sage) (Template from the Advanced Bestiary, or here: http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused -creature; going with sorcerer since he's primarily a blaster and being always on fire kinda prevents the use of a spell-book. Include Overland Flight in spells known.)

Morte- CG male unique petitioner fighter (lorewarden)- seems to react more to spells and such more like a living creature than an undead despite being a skull. Also originally taken from the Pillar of Bones in Baator- suggesting his soul had already been "processed" into an outsider.

The Nameless One- male Eternal Creature* human magus/thief (Probably only a few token levels in thief at most, going magus would allow TNO to focus on his reclaiming both his magical might and his fighting skill. Alternatively, wizard/fighter/eldritch knight. *Template from Book of Monster Templates by Rite Publishing.)

Vhailor- LN warforged (former male human?) fighter (Alternatives: Android, awakened animated object, soul-bound mannequin)


Dreaming Psion wrote:


Most of the main cast from Planescape: Torment (exact levels can vary)

Annah CN female tiefling fighter/thief (fairly obvious, weapon training in light blades, feats include power attack, two-weapon fighting feat chain, weapon finesse, and improved crit/weapon focus/weapon specialization in punching daggers)

Dakkon- LN male githzerai magus (blade-bound magus)

Fall-From-Grace- NG (not LN) female risen/redeemed succubus cleric

Ignus- CN/E male fire-infused human sorcerer (wild-blooded- sage) (Template from the Advanced Bestiary, or here: http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused -creature; going with sorcerer since he's primarily a blaster and being always on fire kinda prevents the use of a spell-book. Include Overland Flight in spells known.)

Morte- CG male unique petitioner fighter (lorewarden)- seems to react more to spells and such more like a living creature than an undead despite being a skull. Also originally taken from the Pillar of Bones in Baator- suggesting his soul had already been "processed" into an outsider.

The Nameless One- male Eternal Creature* human magus/thief (Probably only a few token levels in thief at most, going magus would allow TNO to focus on his reclaiming both his magical might and his fighting skill. Alternatively, wizard/fighter/eldritch knight. *Template from Book of Monster Templates by Rite Publishing.)

Vhailor- LN warforged (former male human?) fighter (Alternatives: Android, awakened animated object, soul-bound mannequin)

by thief you mean rogue right?


Pathfinder Adventure Path Subscriber
samuraixsithlord wrote:
Dreaming Psion wrote:


Most of the main cast from Planescape: Torment (exact levels can vary)

Annah CN female tiefling fighter/thief (fairly obvious, weapon training in light blades, feats include power attack, two-weapon fighting feat chain, weapon finesse, and improved crit/weapon focus/weapon specialization in punching daggers)

Dakkon- LN male githzerai magus (blade-bound magus)

Fall-From-Grace- NG (not LN) female risen/redeemed succubus cleric

Ignus- CN/E male fire-infused human sorcerer (wild-blooded- sage) (Template from the Advanced Bestiary, or here: http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused -creature; going with sorcerer since he's primarily a blaster and being always on fire kinda prevents the use of a spell-book. Include Overland Flight in spells known.)

Morte- CG male unique petitioner fighter (lorewarden)- seems to react more to spells and such more like a living creature than an undead despite being a skull. Also originally taken from the Pillar of Bones in Baator- suggesting his soul had already been "processed" into an outsider.

The Nameless One- male Eternal Creature* human magus/thief (Probably only a few token levels in thief at most, going magus would allow TNO to focus on his reclaiming both his magical might and his fighting skill. Alternatively, wizard/fighter/eldritch knight. *Template from Book of Monster Templates by Rite Publishing.)

Vhailor- LN warforged (former male human?) fighter (Alternatives: Android, awakened animated object, soul-bound mannequin)

by thief you mean rogue right?

Whoops, yes I do. Good catch there.


Pathfinder Adventure Path Subscriber

A few more 8-Bit Theater characters:

Berserker Axinhead- CN male dwarf aristocrat/barbarian with multiple personality disorder

Black Belt: LN male human qingong monk (with most of his qingong monk powers reflecting misunderstandings of reality rather than actual mystical powers)

Fighter McWarrior: CG male human barbarian (invulnerable rager, follows two-weapon fighting feat chain)

Kary, Fiend of Fire- CE female fire-infused marilith

King Steve- CN male middle-aged human aristocrat 2 (Wis is dump stat)

Princess Sara: NE female human aristocrat 1/rogue 7

Red Mage Statcowski: CN male human gestalt magus/cleric built on a 25 point buy (alternate- fighter/wizard with healing domain [rules variant from Unearthed Arcana 3.X]/eldritch knight built on a 25 point buy)

Sarda the Sage: LE male human wizard 20 (that's all you really need)

Thief: NE male elf ninja/shadowdancer (with Leadership and max ranks in Bluff, Diplomacy, Knowledge (local, nobility), Profession: Barrister, Sleight of Hand, and Stealth)

White Mage: NG female human cleric (feats include Bludgeoner, Martial Weapon Proficiency: Earthbreaker, and Power Attack)


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Dreaming Psion wrote:

A few more 8-Bit Theater characters:

Berserker Axinhead- CN male dwarf aristocrat/barbarian with multiple personality disorder

Black Belt: LN male human qingong monk (with most of his qingong monk powers reflecting misunderstandings of reality rather than actual mystical powers)

Fighter McWarrior: CG male human barbarian (invulnerable rager, follows two-weapon fighting feat chain)

Kary, Fiend of Fire- CE female fire-infused marilith

King Steve- CN male middle-aged human aristocrat 2 (Wis is dump stat)

Princess Sara: NE female human aristocrat 1/rogue 7

Red Mage Statcowski: CN male human gestalt magus/cleric built on a 25 point buy (alternate- fighter/wizard with healing domain [rules variant from Unearthed Arcana 3.X]/eldritch knight built on a 25 point buy)

Sarda the Sage: LE male human wizard 20 (that's all you really need)

Thief: NE male elf ninja/shadowdancer (with Leadership and max ranks in Bluff, Diplomacy, Knowledge (local, nobility), Profession: Barrister, Sleight of Hand, and Stealth)

White Mage: NG female human cleric (feats include Bludgeoner, Martial Weapon Proficiency: Earthbreaker, and Power Attack)

No Black Mage :-(


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Miss Piggy
NG humanoid
Bard/Monk/Fighter/Cavalier with mythic levels in each
S13 D15 C14 I12 W12 Ch35


Pathfinder Adventure Path Subscriber
samuraixsithlord wrote:


No Black Mage :-(

That's because I already did Black Mage a few pages back. I was just catching up with the rest here. He's a CE wizard 5 (can cast fireball once per day). :)

I'll add for a higher level Black Mage you could have him as a Wizard 11 or 15 (depending on if you wanted "Hadoken" to translate into Disintegrate or Delayed Blast Fireball).


I've posted these on another thread a while ago but since this seems like a fun thread I'm going to repost some of the characters I've created based on characters. Enjoy! (Note that most of these characters aren't optimized, they are just for fun.)

Spoiler:
Tomingeri
Male Catfolk Arcane Trickster 1/Rogue (Charlatan) 3/Witch (Beast-Bonded) 4
CG Medium humanoid (catfolk)
Init +3; Senses low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 53 (3d8+5d6+16)
Fort +4, Ref +8, Will +5
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 morningstar +6 (1d8+2) and
. . dagger +5 (1d4+1/19-20)
Ranged +1 light crossbow +8 (1d8+1/19-20)
Special Attacks hexes (misfortune, ward), sneak attack +2d6
Witch (Beast-Bonded) Spells Prepared (CL 5th; concentration +10):
3rd—gloomblind bolts (DC 18), summon monster iii
2nd—cure moderate wounds, cure moderate wounds, summon monster ii
1st—cure light wounds, cure light wounds, obscuring mist, ray of enfeeblement (DC 16), summon monster i
0 (at will)—dancing lights, detect magic, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 20, Wis 8, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Black Cat, Boon Companion, Catfolk Exemplar (Scent), Deceitful
Traits fast-talker, valashmai veteran
Skills Bluff +14, Diplomacy +11, Disable Device +16, Disguise +16, Escape Artist +10, Knowledge (arcana) +16, Knowledge (nature) +10, Linguistics +16, Perception +13, Sleight of Hand +11, Spellcraft +13, Stealth +16, Survival +1, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Abyssal, Catfolk, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Shadowtongue, Sylvan, Undercommon
SQ cat's luck, enhanced familiar, natural born liar, ranged legerdemain, grand hoax, patron spells (trickery), rogue talents (convincing lie), sprinter
Combat Gear wand of ventriloquism (50 charges); Other Gear +1 light crossbow, +1 morningstar, dagger, bracers of armor +3, hat of disguise, headband of vast intelligence +4, thieves' tools, masterwork, 705 gp
--------------------
TRACKED RESOURCES
--------------------
Black Cat (1/day) - 0/1
Cat's Luck (1/day) (Ex) - 0/1
Dagger - 0/1
Disguise Self (At will) - 0/0
Rumormonger (Ex) - 0/0
Wand of ventriloquism (50 charges) - 0/50
--------------------
Special Abilities
--------------------
Black Cat (1/day) Once per day, make enemy reroll an attack vs you with a -4 penalty.
Boon Companion (Witch [Beast-Bonded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Convincing Lie (1 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhanced Familiar (Su) At 4th level, the beast-bonded witch's connection with her familiar strengthens. For the purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability re
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 rd) (DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Rumormonger (Ex) Use Bluff to spread a rumor through a community.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Wand of ventriloquism (50 charges) Add this item to create a wand of a chosen spell.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
--------------------
Tomingeri is a bit of a trickster. He always has been. When he was younger he used to put his pet mouse in his sister's bed while she was sleeping. There were a few times when she almost ate Jasper out of anger.

He prefers to stay out of direct combat because it's very dangerous there. His prefered tactic is to make the enemy think that there are more creatures hidden in the shadows and ready to attack. He uses his Bluff and a wand of ventriloquism to great effect for that.

--------------------

Jasper
Male Rat
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 26 (1d8)
Fort +2, Ref +7, Will +7
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 10, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6 (-2 jump), Bluff +4, Climb +10, Diplomacy +4, Disable Device +8, Disguise -3, Escape Artist +6, Linguistics +8, Perception +12, Sleight of Hand +7, Spellcraft +5, Stealth +25, Swim +10, Use Magic Device +3; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.


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Here's the Electric Mayhem. The Muppet Race is very customizable and it's rare to find two muppets that are the same.

Animal:

Male Muppet Bard (Animal Speaker) 6
CN Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 51 (6d8+18)
Fort +6, Ref +10, Will +7
Defensive Abilities stubborn
--------------------
Offense
--------------------
Speed 30 ft., sprinter
Melee +1 wooden stake +2 (1d4+6) and
. . +1 wooden stake +2 (1d4+3) and
. . bite -2 (1d3+2)
Special Attacks bardic performance 16 rounds/day (attract rats, countersong, distraction, inspire courage +2, soothing performance), bite
Bard (Animal Speaker) Spells Known (CL 6th; concentration +8):
2nd (4/day)—blindness/deafness (DC 14), blood rage, cacophonous call (DC 14), rage, summon nature's ally ii
1st (5/day)—ear-piercing scream (DC 13), lesser confusion (DC 13), negative reaction (DC 13), solid note, summon nature's ally i
0 (at will)—dancing lights, ghost sound (DC 12), know direction, open/close (DC 12), prestidigitation (DC 12), summon instrument
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 15, Int 6, Wis 10, Cha 15
Base Atk +4; CMB +3; CMD 18
Feats Diehard, Endurance, Power Attack, Two-weapon Fighting
Traits reactionary
Skills Perception +9, Perform (comedy) +11, Perform (percussion instruments) +11, Sense Motive +9
Languages Common
SQ animal friend, bardic knowledge +3, lore master 1/day, nature's speaker, summon nature's ally, versatile performance abilities (comedy, percussion)
Other Gear +2 hide shirt, +1 wooden stake, +1 wooden stake, cloak of resistance +2, 3,160 gp
--------------------
TRACKED RESOURCES
--------------------
+1 wooden stake - 0/1
+1 wooden stake - 0/1
Bardic Performance (standard action) (16 rounds/day) - 0/16
Lore Master (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Animal Friend (Cats) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature's Speaker Can speak with animals of selected kinds at will.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Summon Nature's Ally Add summon spells to your bard spell list.
Versatile Performance (Comedy) +11 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Percussion Instruments) +11 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
--------------------
Animal's vocabulary is generally limited to guttural shouts and monosyllabic grunts, often repeating a few simple phrases. During performances, Animal is usually chained to the drum set, as his musical outbursts are extremely violent.

Floyd seems to be the only person who can, at least partially, control Animal with a few simple commands suggesting dog training.

Animal is also a bit of literal skirt-chaser. He recently chased a female co-ed out of the auditorium, chanting "Woo-maaaan!" after her. He also chases carriages. He has a passion for the impressionist paintings.

At first glance it appears he isn't much for combat but when he is allowed to, he can really get going. He loves yelling "ANIMAL!" when casting solid note and ear-piercing scream. When he gets going, he casts rage or blood rage, both increasing his combat prowess. He sometimes casts blood rage then rage. He doesn't get much out of it, but you can't convince him. You just let him do it. When fully raged, he can have up to a +10 bonus to his Strength.

There is still 3160 gold left in Animal's trust fund.

Dr Teeth:

Male Muppet Bard (Celebrity) 6
LN Medium humanoid (goblinoid)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 57 (6d8+24)
Fort +5, Ref +4, Will +5; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3+1)
Special Attacks bardic performance 23 rounds/day (countersong, distraction, fascinate, gather crowd, inspire competence +2, suggestion), bite
Bard (Celebrity) Spells Known (CL 6th; concentration +9):
2nd (4/day)—cure moderate wounds, heroism, hold person (DC 15), steal voice (DC 15)
1st (5/day)—charm person (DC 14), cure light wounds, ear-piercing scream (DC 14), saving finale (DC 14)
0 (at will)—dancing lights, detect magic, message, prestidigitation (DC 13), read magic, summon instrument
--------------------
Statistics
--------------------
Str 13, Dex 9, Con 16, Int 10, Wis 10, Cha 17
Base Atk +4; CMB +5; CMD 14
Feats Elemental Spell, Ensemble, Extra Performance
Skills Appraise +8, Bluff +13, Diplomacy +13, Perception +9, Perform (keyboard instruments) +11, Perform (sing) +11, Use Magic Device +11; Racial Modifiers emissary, silver tongued, sociable
Languages Common, Goblin
SQ bardic knowledge +3, famous, versatile performance abilities (keyboard, sing)
Other Gear 16,000 gp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (23 rounds/day) - 0/23
Emissary (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action) (23 rounds/day) Your performances can create magical effects.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Emissary (1/day) (Ex) Roll twice for Bluff or Diplomacy check, and take the better result.
Ensemble Nearby performers can aid your perform checks
Famous +2 (SELECT REGION) With natives of selected region gain bonus to Diplomacy & Intimidate.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Versatile Performance (Keyboard Instruments) +11 (Ex) You may substitute the final value of your Perform: Keyboard Instruments skill for Diplomacy or Intimidate checks
Versatile Performance (Singing) +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
--------------------
Dr. Teeth is the keyboard player and gravelly-voiced leader of the band. He is green-skinned and red-haired with, as his name suggests, a large grinning mouth of teeth, including a gold tooth claimed to be fashioned by melting down his gold records. He maintains a scruffy beard, a fur vest, a striped shirt, and a floppy purple top hat. He has arms so long that he needs to pay extra to a tailor to lengthen the sleeves (they are about 10% longer than normal). His introductory lines is: "Golden teeth and golden tones, welcome to my presence." He often misuses long words and mangles verb conjugation.

Janice:

Female Muppet Bard (Chelish Diva) 6
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 51 (6d8+18)
Fort +4, Ref +8, Will +6; +2 vs. [language-dependant] effects or writing-based effects
Defensive Abilities costume proficiency
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 gladius +5 (1d6+1/19-20)
Special Attacks bardic performance 18 rounds/day (countersong, devastating aria, distraction, fascinate, inspire courage +2, suggestion), prima donna
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—arcane mark, comprehend languages, message, read magic
Bard (Chelish Diva) Spells Known (CL 6th; concentration +10):
2nd (4/day)—allegro, calm emotions (DC 16), cure moderate wounds, honeyed tongue
1st (5/day)—charm person (DC 15), cure light wounds, moment of greatness, unnatural lust (DC 15)
0 (at will)—dancing lights, detect magic, message, prestidigitation (DC 14), read magic, summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 15, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 17
Feats Endurance, Iron Will, Lingering Performance, Spellsong
Skills Acrobatics +12, Escape Artist +7, Knowledge (local) +8, Perception +8, Perform (act) +8, Perform (oratory) +14, Perform (sing) +13, Perform (string instruments) +13
Languages Common
SQ famous, magical linguist, versatile performance abilities (oratory, string)
Other Gear +2 studded leather, +1 gladius, headband of alluring charisma +2, 5,510 gp
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (1/day) - 0/1
Bardic Performance (standard action) (18 rounds/day) - 0/18
Comprehend Languages (1/day) - 0/1
Message (1/day) - 0/1
Read Magic (1/day) - 0/1
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Costume Proficiency (Medium) (Ex) Cast bard spells in medium armor without risk of arcane spell failure.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Famous +2 (PICK APPROPRIATE) With natives of selected region gain bonus to Bluff & Intimidate.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist (Ex) +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Prima Donna (Ex) Spend additional round of bardic performance to gain augment other performances.
Spellsong Combine spellcasting and bardic performance
Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (String Instruments) +13 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
--------------------
Janice is a lead guitar player. She has blond hair, big eyelashes and lips, and usually wears a brown hat with a turquoise gem and a feather. Though she regularly performed vocals, she doesn't sing lead often. She enjoys acting as well.

This flower girl was involved with Zoot for about a year, but paired up with Floyd Pepper shortly after.

Janice tends to continue speaking when the rest of the group has gone quiet. Janice would be the last one still talking, on a topic with no apparent connection to the situation. She has been caught saying "So I told him 'Look, buddy, I don't take my clothes off for anybody, even if it is artistic,' and... Oh". and "Look, Mother. It's my life. OK. So if I want to live on a beach and walk around naked... Oh".

She isn't a combatant. She detests the violence. However, she isn't above giving a boost to Animal when the time comes to let him loose.

She still have 5510 gold left in her purse.

Lips:

Male Muppet Bard (Arcane Duelist) 6
NG Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 45 (6d8+12)
Fort +6, Ref +10, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +7 (1d8+15/19-20)
Ranged +1 composite longbow +7 (1d8+7/×3)
Special Attacks bardic performance 16 rounds/day (bladethirst, distraction, fascinate, inspire competence +2, inspire courage +2, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 6th; concentration +8):
2nd (4/day)—blur, cure moderate wounds, gallant inspiration (DC 14), heroism
1st (5/day)—cure light wounds, moment of greatness, timely inspiration (DC 13), unprepared combatant (DC 13)
0 (at will)—detect magic, message, prestidigitation (DC 12), read magic, spark (DC 12), summon instrument
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Base Atk +4; CMB +6; CMD 20
Feats Arcane Strike, Combat Casting, Disruptive, Endurance, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +10, Climb +9, Escape Artist +7, Perception +8, Perform (wind instruments) +11, Stealth +10, Use Magic Device +11; Racial Modifiers gregarious
Languages Common
SQ arcane bond - weapon
Other Gear +2 chain shirt, +1 buckler, +1 composite longbow, +1 longsword, cloak of resistance +2, 1,480 gp
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond - Weapon (1/day) - 0/1
Bardic Performance (standard action) (16 rounds/day) - 0/16
--------------------
Special Abilities
--------------------
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs further CHA skills for 24 hr.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------
Lips plays the trumpet. He has a yellow Afro, goatee, and a permanent squint. Lips is the muscle in the group. He and Animal are the two The Electric Mayhem like to buff and send into combat.

Sgt Floyd Pepper:

Male Muppet Bard (Court Bard) 6
NG Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 33 (6d8)
Fort +4, Ref +8, Will +6; +4 vs. bardic performance, sonic, and language-dependent effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 greataxe +5 (1d12+11/×3)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate, mockery, satire, suggestion)
Bard (Court Bard) Spells Known (CL 6th; concentration +9):
2nd (4/day)—blur, cure moderate wounds, daze monster (DC 15), heroism
1st (5/day)—cure light wounds, forced quiet (DC 14), tap inner beauty, vocal alteration (DC 14)
0 (at will)—dancing lights, detect magic, message, prestidigitation (DC 13), read magic, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 17
Base Atk +4; CMB +4; CMD 18
Feats Endurance, Improved Initiative, Power Attack, Prodigy
Traits adopted, forlorn, reactionary
Skills Acrobatics +11, Bluff +14, Diplomacy +14, Handle Animal +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +9, Perform (oratory) +14, Perform (sing) +12, Perform (string instruments) +14; Racial Modifiers silver tongued, sociable
Languages Common
SQ heraldic expertise, versatile performance abilities (oratory, string), wide audience
Other Gear +2 studded leather, +1 buckler, +2 greataxe, cloak of resistance +1, 1,350 gp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (17 rounds/day) - 0/17
Heraldic Expertise +3 (2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Heraldic Expertise +3 (2/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prodigy (Perform [oratory], Perform [string instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (String Instruments) +14 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Wide Audience (+0 targets / 30' radius / 60' cone) (Su) Bardic performance abilities may affect +0 targets or a 30'radius or a 60' cone.
--------------------
Sgt. Floyd Pepper is the bass player. A laid back "hipster" with a pink body and long orange hair, he usually wears a green army cap, or sometimes, while in the pit, a slightly fancier cap of stiffer, glittery material, and a red uniform with epaulets and ornate gold braid on the buttons. He also plays his bass left-handed.

Floyd is the most cynical member of the band. He observes his fellow performers' backstage antics and pratfalls with great amusement and is not above outright laughing at them. He's also somewhat arrogant, referring to himself as "one real cool dude" and "The hippest of the hip! I mean I have a room for life at the home of the chronically groovy!".

Although Dr. Teeth is the leader, Floyd is the one who sings lead most often. He has a close relationship with Janice, and is Animal's handler.

Floyd claims to consider himself an excellent songwriter but, with no apparent contradiction, admits that everyone hates his music. Not that he blames them. "If I didn't know I was a genius," he once declared, "I wouldn't listen to the trash I write."

His greataxe is custom made to look like a bass guitar. (I don't know or care if there is such a thing in Golarion, there is for these characters!). Being the lead singer in a party of bards means that there are plenty of people to boost his capabilities. That and he has a rabid drummer who listens to him (most of the time).

Zoot:

Male Muppet Bard 6
CG Medium humanoid (goblinoid)
Init -1; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 33 (6d8)
Fort +2, Ref +4, Will +8; +2 vs. mind-affecting and poison, +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities resistant
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 gladius +5 (1d6+1/19-20)
Ranged +1 light crossbow +4 (1d8+1/19-20)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion)
Bard Spells Known (CL 6th; concentration +9):
2nd (4/day)—cure moderate wounds, enthrall (DC 15), heroism, suggestion (DC 15)
1st (5/day)—chord of shards (DC 14), cure light wounds, invigorate (DC 14), moment of greatness
0 (at will)—detect magic, ghost sound (DC 13), message, prestidigitation (DC 13), read magic, summon instrument
--------------------
Statistics
--------------------
Str 11, Dex 9, Con 10, Int 14, Wis 17, Cha 16
Base Atk +4; CMB +4; CMD 13
Feats Endurance, Extra Performance, Harmonic Spell, Lingering Performance, Skill Focus (Perform [wind instruments]), Spellsong
Skills Diplomacy +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +6, Perception +12, Perform (dance) +10, Perform (wind instruments) +15, Sense Motive +8, Spellcraft +10; Racial Modifiers sociable
Languages Celestial, Common, Dwarven, Elven
SQ bardic knowledge +3, lore master 1/day
Combat Gear pipes of the sewers; Other Gear +2 leaf armor, +1 gladius, +1 light crossbow, belt of incredible dexterity +2, 1,700 gp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (17 rounds/day) - 0/17
Extra Performance (Perform (wind instruments)) - 0/6
Lore Master (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Performance (Perform (wind instruments)) +6 rounds/day of Bardic Performance.
Harmonic Spell Casting spells extends duration of bardic performance
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant (Ex) +2 to save vs poison and mind-affecting effects.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Spellsong Combine spellcasting and bardic performance
--------------------
Zoot is a green (sometimes blue), balding saxophone player with dark glasses and a high-crowned blue felt hat, and was generally a laid-back fellow of few words. He is a a burned-out, depressed 50-year old musician, He mainly communicates through his playing rather than by speaking.

Being the oldest, he has seen the most. The others seek him out for information. He certainly knows what he's talking about.

Again, he's not a great combatant but what he can do is make sure that everyone else knows what's going on at all times. On a side note, his leaf armor has a unique smell and has been known to make others a bit hungry.


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Bob, you are a genius!

BRAVO!


Anyone care to take a stab at Khan Noonien Singh?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Starsunder wrote:
Anyone care to take a stab at Khan Noonien Singh?

He's probably a fighter/monk with no less than a 20 in all ability scores.

Liberty's Edge

Starsunder wrote:
Anyone care to take a stab at Khan Noonien Singh?

LE Human Fighter (Lore Warden) 2/Gunslinger 1/Monk (Sohei, Qinggong) 6 with the Advanced Simple Template and (if going by the most recent movie) another granting Regeneration and healing blood (probably +1 CR or so). Sky high Int and seriously good Charisma and physical stats. Wisdom is his 'dump stat' at 14-16 after the Advanced template, and Traits to grant Sense Motive and probably Diplomacy as Class Skills. Built as a switch hitter, with Power Attack and then a lot of ranged combat Feats (I'd personally allow Sohei weapon training to be applied to Guns in a high-gun setting, so he does that).

Again, if in a setting without common guns, ditch Gunslinger. Probably for a level of Rogue (removing the necessity of Traits to add skills).

EDIT: Ninja'd! Mine's more complete, though.

Silver Crusade

Ravingdork wrote:
Starsunder wrote:
Anyone care to take a stab at Khan Noonien Singh?
He's probably a fighter/monk with no less than a 20 in all ability scores.

Advanced human?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mystic_Snowfang wrote:
Ravingdork wrote:
Starsunder wrote:
Anyone care to take a stab at Khan Noonien Singh?
He's probably a fighter/monk with no less than a 20 in all ability scores.
Advanced human?

Nah, just a guy who had base 18s in all stats and probably added a +2 racial bonus to two, then increased the others with level increases and the like.

Liberty's Edge

1 person marked this as a favorite.
Ravingdork wrote:
Mystic_Snowfang wrote:
Ravingdork wrote:
Starsunder wrote:
Anyone care to take a stab at Khan Noonien Singh?
He's probably a fighter/monk with no less than a 20 in all ability scores.
Advanced human?
Nah, just a guy who had base 18s in all stats and probably added a +2 racial bonus to two, then increased the others with level increases and the like.

As noted above, I disagree. The guy's a genetically engineered super soldier. He's made for the Advanced Simple Template.


+1 Deadmanwalking.


1 person marked this as a favorite.

Samuel L. Jackson (As Jules from Pulp Fiction)

NE Inquisitor (Preacher/Black Powder Inquisition) 6

Skill Focus (Intimidate)

Shadow Lodge

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The Doctor:15th level galifreyan bard. (Assimar)

Companions for each classic doctor except for the one I can't stand.

Barbara Wright: 4th level expert
Jamie Mcrimmon: 3rd level warrior
Brigader Lethbridge-Stewart: 4th level expert/6th level lore warden fighter.
Romana (2) 3rd level expert/7th level bard (investigator).
Nyssa of Traken: 3rd level aristocrat/7th level expert.
Ace: 1st level urban ranger/3rd level alchemist.


1 person marked this as a favorite.

Sterling Archer

CN 5th-ish level Ranger - Favored Terrain: Danger Zone, Favored Enemy: Humans, Alligators/Crocodiles

Ridiculously high CON to counteract excessive drinking, low WIS, probably high CHA


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

lol.


1 person marked this as a favorite.
ryogowilder wrote:

Sterling Archer

CN 5th-ish level Ranger - Favored Terrain: Danger Zone, Favored Enemy: Humans, Alligators/Crocodiles

Ridiculously high CON to counteract excessive drinking, low WIS, probably high CHA

I might actually look at building him around the Buccaneer archetype for Human Gunslingers.


So I finally got around to watching The Second Hobbit movie

Smaug CR 20/MR 3
CE Male Ancient Red Dragon

-Made Smaug an ancient red dragon because of his size. He's listed as being about 18 meters (59 feet) from head to tail which puts him at Gargantuan size.
-He does get a few Mythic Ranks because he is the last great Fire Dragon of the third age, but he wasn't so powerful that Gandalf didn't think he couldn't handle him with a few Dwarves.


Zonugal wrote:
ryogowilder wrote:

Sterling Archer

CN 5th-ish level Ranger - Favored Terrain: Danger Zone, Favored Enemy: Humans, Alligators/Crocodiles

Ridiculously high CON to counteract excessive drinking, low WIS, probably high CHA

I might actually look at building him around the Buccaneer archetype for Human Gunslingers.

Haha, nice!

"What, Lana?! I clearly called skipper. And I clearly said ‘seatbelts’ so you only have yourselves to blame."

Liberty's Edge

Having just seen the new Captain America movie...

Steve Rogers CR 17
Advanced Human Monk (Sohei) 2/Paladin (Oath of Vengeance) 4/Ranger 10
NG Medium Humanoid
Init +13; Senses Perception +26,

DEFENSE
AC 39, touch 20, flat-footed 33 (+10 Armor, +6 Dex, +3 Deflection, +1 Luck, +2 Natural Armor, +7 Shield)
HP 196 (14d10+2d8+106)
Fort +29, Ref +26, Will +26
Special Defenses Evasion, Lay on Hands (2d6 9/day, Fatigued Mercy), acts during surprise round, divine health, aura of courage,

OFFENSE
Spd 30 ft.
Melee shield flurry +28/+23/+18 (2d6+17/19–20) or unarmed flurry +25/+25/+20/+15/+10 (1d6+11)
Ranged thrown shield +26 (2d6+13/19-20)
Special Attacks Favored Enemy (Humanoid (Human) +6, Outsider (Chaotic)+2, Monstrous Humanoid +2), Smite Evil 2/day (+7 to hit, +7 Deflection modifier to AC, +4 damage)

RANGER SPELLS
3rd: Instant Enemy
2nd: Barkskin, Perceive Cues,
1st: Feather Step, Lead Blades, Resist Energy,

PALADIN SPELLS
1st: Bless, Lesser Restoration,

STATISTICS
Str 26*, Dex 22*, Con 22*, Int 14, Wis 18*, Cha 24*
BAB +15; CMB +23; CMD 38
Feats Bashing Finish, Combat Expertise, Deadly Aim, Deflect Arrows, Diehard, Endurance, Iron Will, Improved Critical (Shield), Improved Disarm, Improved Initiative, Improved Grapple, Improved Shield Bash, Improved Sunder, Improved Unarmed Strike, Power Attack, Shield Master, Stunning Fist (5/day),
Skills: Acrobatics +30 Climb +12, Diplomacy +27, Disable Device +6, Handle Animal +11, Heal +8, Intimidate +15, Knowledge (Dungeoneering) +6, Knowledge (History) +12, Knowledge (Local) +15, Knowledge (Geography) +6, Knowledge (Nature) +8, Knowledge (Nobility) +6, Knowledge (Religion) +6, Linguistics +5, Perception +26, Profession (Soldier) +17, Ride +17, Sense Motive +23, Stealth +25, Survival +10, Swim +12,
Languages Common, Elven, Dwarven, Infernal, Abyssal, Celestial,
Traits A Friend in Every Town, Reactionary, Indomitable Faith,
Drawback Naive
SQ aura of good, detect evil (at will), wild empathy +16, +5 Survival for tracking, woodland stride, swift tracker, favored terrain (urban) +4, favored terrain (mountain) +2, hunter's bond (Companions),
Combat Gear potion of cure light wounds (1), wand of cure light wounds (40 charges), wand of lesser restoration (40 charges),
Other Gear Belt of Physical Perfection +4, Headband of Mental Prowess (Wis, Chr) +4, +5 Adamantine Bashing Heavy Shield with +1 Adamantine Returning Throwing 'Shield Spikes' (in this case actually just being designed as an offensive weapon), Amulet of Mighty Fists +3, Ring of Protection +3, Mithral Kikko +5, Helm of the Fortunate Soldier, Boots of Elvenkind, Cloak of Resistance +2, Pearls of Power (three 3rd Level, three 2nd level, five 1st Level), Quick Runner's Shirt, Bracers of the Falcon, 3,720 GP,

Made with 20 point buy and 2 Traits. Before the Template. Made with PC WBL.

Notes: Couldn't find either a price or benefits to an Adamantine shield, so I just charged him for twice the weapon cost (an extra 3k) and called it a day.

Mithral Kikko actually describes his usual armor surprisingly well, which I found amusing.

His skills do not include the Armor Check penalty (of -1) from his Shield, since that's usually stowed when he's not in direct combat.

Other characters may or may not be forthcoming depending on my mood...


Deadmanwalking wrote:

Having just seen the new Captain America movie...

Steve Rogers CR 17
Advanced Human Monk (Sohei) 2/Paladin (Oath of Vengeance) 4/Ranger 10
NG Medium Humanoid
Init +13; Senses Perception +26,

DEFENSE
AC 39, touch 20, flat-footed 33 (+10 Armor, +6 Dex, +3 Deflection, +1 Luck, +2 Natural Armor, +7 Shield)
HP 196 (14d10+2d8+106)
Fort +29, Ref +26, Will +26
Special Defenses Evasion, Lay on Hands (2d6 9/day, Fatigued Mercy), acts during surprise round, divine health, aura of courage,

OFFENSE
Spd 30 ft.
Melee shield flurry +28/+23/+18 (2d6+17/19–20) or unarmed flurry +25/+25/+20/+15/+10 (1d6+11)
Ranged thrown shield +26 (2d6+13/19-20)
Special Attacks Favored Enemy (Humanoid (Human) +6, Outsider (Chaotic)+2, Monstrous Humanoid +2), Smite Evil 2/day (+7 to hit, +7 Deflection modifier to AC, +4 damage)

RANGER SPELLS
3rd: Instant Enemy
2nd: Barkskin, Perceive Cues,
1st: Feather Step, Lead Blades, Resist Energy,

PALADIN SPELLS
1st: Bless, Lesser Restoration,

STATISTICS
Str 26*, Dex 22*, Con 22*, Int 14, Wis 18*, Cha 24*
BAB +15; CMB +23; CMD 38
Feats Bashing Finish, Combat Expertise, Deadly Aim, Deflect Arrows, Diehard, Endurance, Iron Will, Improved Critical (Shield), Improved Disarm, Improved Initiative, Improved Grapple, Improved Shield Bash, Improved Sunder, Improved Unarmed Strike, Power Attack, Shield Master, Stunning Fist (5/day),
Skills: Acrobatics +30 Climb +12, Diplomacy +27, Disable Device +6, Handle Animal +11, Heal +8, Intimidate +15, Knowledge (Dungeoneering) +6, Knowledge (History) +12, Knowledge (Local) +15, Knowledge (Geography) +6, Knowledge (Nature) +8, Knowledge (Nobility) +6, Knowledge (Religion) +6, Linguistics +5, Perception +26, Profession (Soldier) +17, Ride +17, Sense Motive +23, Stealth +25, Survival +10, Swim +12,
Languages Common, Elven, Dwarven, Infernal, Abyssal, Celestial,
Traits A Friend in Every Town, Reactionary, Indomitable Faith,
Drawback Naive
SQ aura of good, detect evil (at will), wild empathy +16, +5 Survival for...

Nice. I'd maybe give him 2 or 3 mythic tiers. Him getting injected with the supersoldier serum unlocks his mythic potential and the subsequent events in CA 1, The Avengers, and CA 2 serving as his trials.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I would drop his level to around 8 or 10 and give him a few mythic tiers.

Liberty's Edge

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Mythic is...possible, and an excellent replacement for the Advanced Template. But I actually think, of all the Avengers, he's one of the least likely to be Mythic (along with Black Widow and Hawkeye)...he's incredibly badass, no doubt, but I put that down to being, well, like 16th level in a world only slightly higher level than the real one for the most part.

Other Avengers:

Nick Fury: N Middle-aged Human Gunslinger 5/Ninja 10. Lots of tricks up his sleeve but not quite as badass as the actual Avengers, though he does have loads of Charisma and Skill Focus (Bluff).

Thor: CG Asgardian Invulnerable Rager Barbarian 12/Champion 6. Note: Asgardian would be about a CR 6 custom monster (a 6 hit die Outsider with very nice physical stats, especially Strength, a slam attack, and both Natural Armor and DR), many of whom have class levels on top of that. This'd make Thor CR 21, but playable as an 18th level char, which seems right-ish.

Hulk/Bruce Banner: CN/NG Human Beastmorph Vivisectionist Alchemist 10/Master Chymist 4/Barbarian 2/Champion 4. CR 18.

Black Widow: N Human Gunslinger 1 (high guns setting, so this gives her Dex to damage)/Ninja 14. Has the Ninja tricks for Monk unarmed damage progression, Agile Maneuvers an Agile Amulet of Might Fists, and Improved Grapple, among other things.

Hawkeye: NG Human Urban Ranger 15. Think that says it all really.

Iron Man is by far the hardest but probably thematically best built as a CG Human Conjurer 5/Gunslinger 1/Eldritch Knight 9/Archmage 4 in Construct Armor, with Mythic Crafting. CR 17.

More to follow if I have time and inclination...


Pathfinder Adventure Path Subscriber

Deadmanwalking, a Nephilim with the Young Creature template may approach what you're looking for in an Asgardian (it'd be CR 7 and have most of the things you listed).

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