RWBY Characters


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So I got bored and was watching RWBY and decided I wanted to make the RWBY characters. So I started with Team RWBY and here it is

Ruby Rose:
Ruby Rose
Human Fighter (Weapon Master) 1/Gunslinger (Musket Master) 4
CG Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 16, flat-footed 12 (+2 armor, +4 Dex, +2 dodge)
hp 34 (5d10)
Fort +6, Ref +8, Will +2
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Offense
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Speed 30 ft.
Melee cresent rose (scythe form) +8/+8 (2d6+2/×4)
Ranged cresent rose (sniper rifle form) +10 (1d10+1/×4)
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Statistics
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Str 12, Dex 18, Con 11, Int 15, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 22
Feats Combat Expertise, Dodge, Gunsmithing, Mobility, Rapid Reload, Skill Focus (Acrobatics), Spring Attack, Weapon Focus (scythe)
Skills Acrobatics +15, Climb +9, Craft (weapons) +7, Fly +9, Perception +9, Survival +9, Swim +9
Languages Common, Other Language, Other Language
SQ deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: steady aim, grit
Other Gear battle skirt, cresent rose (scythe form), cresent rose (sniper rifle form), firearm bullet (15), metal cartridge (3), 148 gp, 4 sp
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Spring Attack You can move - attack - move when attacking with a melee weapon.

Cresent Rose scythe form has the impacting, mighty cleaving, and speed enhancements. Sniper Rifle Form has Distance, Nimble Shot, and Sniping.

Weiss Schnee:
Weiss Schnee
Human Sorcerer 3/Swashbuckler 2
NG Medium humanoid (human)
Init +3; Senses Perception +1
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 33 (2d10+3d6+5)
Fort +2, Ref +7, Will +4
Defensive Abilities charmed life; Resist acid 5, cold 5
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Offense
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Speed 30 ft.
Melee myrtenaster +8/+8 (1d6+2/18-20 plus 1d6 fire plus 1d6 cold plus 1d6 electricity plus 1d6 acid)
Special Attacks bloodline arcana: celestial, deed: opportune parry and riposte, heavenly fire, panache
Sorcerer Spells Known (CL 3rd; concentration +6):
1st (6/day)—bless, expeditious retreat, floating disk, true strike
0 (at will)—acid splash, flare (DC 13), jolt, light, ray of frost
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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 12, Cha 17
Base Atk +3; CMB +4; CMD 17 (17 vs. disarm, 17 vs. steal, 17 vs. sunder)
Feats Acrobatic, Arcane Armor Training, Arcane Strike, Eschew Materials, Weapon Focus (rapier)
Skills Acrobatics +13, Climb +7, Fly +12, Intimidate +10, Knowledge (arcana) +6, Knowledge (nobility) +6, Spellcraft +7, Swim +7; Racial Modifiers deed: derring-do
Languages Common, Other Language
SQ bloodlines (celestial), deed: dodging panache, swashbuckler finesse
Other Gear +1 silken ceremonial armor, myrtenaster, 150 gp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
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.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Celestial Summoned creatures gain DR 1/evil.
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (6/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise.

Myrtenaster has the flaming, corrosive, frost, shoct, and speed enhancements

Blake Belladonna:

Blake Belladonna
Human Gunslinger 2/Ninja 3
CG Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 16, touch 15, flat-footed 11 (+1 shield, +4 Dex, +1 dodge)
hp 30 (2d10+3d8)
Fort +4, Ref +10, Will +3
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Offense
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Speed 30 ft.
Melee gambol shroud (blade end) +7/+7 (1d6+1)
Ranged gambol shroud (gun end) +7/+7 (1d8+5/×4)
Special Attacks ki attack speed, sneak attack +2d6
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Statistics
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Str 11, Dex 18, Con 10, Int 16, Wis 14, Cha 12
Base Atk +4; CMB +4; CMD 19
Feats Gunsmithing, Point-Blank Shot, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +12, Bluff +8, Climb +7, Disable Device +9, Disguise +2, Escape Artist +10, Handle Animal +7, Knowledge (local) +10, Knowledge (nature) +7, Perception +9, Sense Motive +9, Sleight of Hand +11, Stealth +11, Survival +9, Swim +7; Racial Modifiers ninja tricks (acrobatic master), ki jump (running start), no trace
Languages Common, Other Language, Other Language, Other Language
SQ deed: deadeye, deed: gunslinger's dodge, deed: quick clear, grit, gun training, ki movement, ki pool, ki stealth, poison use
Other Gear gambol shroud (blade end), gambol shroud (gun end), 150 gp
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Special Abilities
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Acrobatic Master (Su) As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +4 (Revolver) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Gambol Shroud has two ends I choose a Kama and a revolver. Kama end has returning, speed, and throwing as she can throw it and it is attached by cord. Revolver has Nimble Shot and speed.

Yang Xiao Long:

Yang Xiao Long
Female Human Barbarian 1/Brawler 4
CG Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +2 Dex, +1 dodge)
hp 51 (1d12+4d10+15)
Fort +8, Ref +6, Will +1
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Offense
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Speed 40 ft.
Melee ember celica. +10/+10 (1d3+5) and
unarmed strike +10 (1d8+6)
Special Attacks brawler's flurry, rage (6 rounds/day)
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Statistics
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Str 18, Dex 15, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +9 (+10 push); CMD 22 (23 vs. push)
Feats Improved Initiative, Improved Unarmed Strike, Snapping Turtle Style, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +10 (+14 jump), Climb +11, Intimidate +10, Perception +7, Sense Motive +7, Survival +7
Languages Common
SQ ac bonus, fast movement, martial maneuvers, unarmed strike
Other Gear +2 silken ceremonial armor, ember celica., 150 gp
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Special Abilities
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AC Bonus +1 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD.
Brawler's Flurry +3/+3 (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with unarmed strikes, weapons from the close fighter weapon group, or weapons with the "mon
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (2/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Yangs can also use fireball 4/day (CL 3) and Force Punch at-will (CL 2) in place of attacks.


Not bad. Now do Jaune, Pyrrha, Nora, and Ren. Bonus points for Penny and Sun.


I am most interested in Adam from the Black Trailer(Shotgun Scabbard/Katana guy). I imagine he would be a Magus or EK

Dark Archive

Darth Grall wrote:
I am most interested in Adam from the Black Trailer(Shotgun Scabbard/Katana guy). I imagine he would be a Magus or EK

Magus Kensai


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I wish a 5th level martial was as badass as Ruby.

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Kazaan wrote:
Not bad. Now do Jaune, Pyrrha, Nora, and Ren. Bonus points for Penny and Sun.

Sun should not be that hard I think brawler with three section staff and Nunchaku. The Nunchaku are the hard part as they are guns too.

Penny on the other hand Android with blade barrier would be my best guess.


RWBY is...?


Kryzbyn wrote:
RWBY is...?

Kinda weeaboo, but decide for yourself


....ok.

Silver Crusade

RWBY is so horribly animated except for the fight scenes, but these are fun looking builds. Honestly I'm building classes to better simulate the more 'anime' classes, the Strategist and the Strider, since PF doesn't really simulate that sort of thing well.

And I'd say Adam was a Samurai with a returning weapon from the way the attack at the beginning was done.


Something made by Mounty Oum, who made "DEAD FANTASY" a mash up of the females from Final Fantasy (and related) vs Dead or Alive. Blood war, combos really fun to watch..

RWBY is Oum's work sponsored by Rooster Tooth (the guys who do Red Vs Blue)

It's pretty awesome.. I hope it keeps going. Honestly they could turn it into a TV series and I'd watch it. Though online releases afford so much more control


Converting RWBY players would be very difficult as each character, apparently, has a special ability (semblance). Ruby, for example, has incredible speed, while Blake has a sort of after-image/clone ability.

Ruby herself is actually rather tough. She's clearly a very skilled fighter, but at the same time she forged her own weapon and is a skilled shot with her gun. If you wanted to mimic her semblance through class features, you would need Monk levels, or you could give her some sort of unique GM boon speed boost. Or else she would end up being some sort of Fighter/Gunslinger/Monk crazy multiclass.

Weiss, I think, fits better as a Magus. She's skilled with a blade, but not as skilled as someone like Ruby as much of what she knows is theoretical. She also relies heavily on magic, like a Magus does. I mean, if you look at what 'spells' she's seen using, it's basically Feather Fall, Haste, Spider Climb and Magic Missile, all easily available to a Magus. Her semblance is easily covered by her Magus abilities.

Yang fits well, I think, as a Barbarian/Qinggong Monk of the Four Winds multiclass, by using the Enlightened Warrior trait. Her ability to shoot fire could be replicated via scorching ray via the Qinggong Monk Ki abilities. Or it could just be her gauntlets also function as 'flaming revolvers' or something.

Blake works well as your Gunslinger/Ninja multiclass, though she's probably a Pistolero Gunslinger. Her semblance is really hard to account for as she is able to generate, basically, shadow clones that can still attack, but get dispelled easily when they take damage. I know Ninja's have the Shadow Clone ninja trick, but it functions only as mirror image which means the images aren't real. She would need a special GM given power to mimic her semblance.


Basically, everyone's Gestalt with gunslinger and have some kind of gestalt weapons (like the axe-musket, but scythe-rifle, kusari-gama pistol, cestus shotgun, etc.) possibly with the Monk special ability and that deed that lets them fire while using it as a melee weapon.

Everything else is on top of that.

EDIT: you may replace the gestalt with 1 level of gunslinger if you go by the "guns everywhere" ruleset (which it seems to be), although you still need to pick up that feat/deed combo.

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Jaune Arc:

Jaune Arc
Human Fighter 3/Paladin 1
LG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 Dex)
hp 40 (4d10+12)
Fort +7, Ref +2, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 30 ft.
Melee crocea mors +8 (1d8+3/19-20)
Special Attacks smite evil
Spell-Like Abilities (CL 4th; concentration +7)
At will—detect evil
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Statistics
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Str 15, Dex 13, Con 15, Int 13, Wis 12, Cha 16
Base Atk +4; CMB +6; CMD 17
Feats Missile Shield, Saving Shield, Shield Focus, Toughness, Weapon Focus (longsword)
Skills Climb +7, Heal +8, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Survival +5, Swim +7
Languages Common, Other Language
SQ armor training 1, aura of good
Other Gear masterwork breastplate, crocea mors, crocea mors, 150 gp
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bravery +1 (Ex) +1 to Will save vs. Fear
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

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I went Fighter/ Paladin for Jaune cause he is more protective with his powers and he can self heal and has a protective aura.

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Nora Valkrye:

Nora Valkyrie
Human Fighter (Two-Handed Fighter) 5
CG Medium humanoid (human)
Init +6; Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 54 (5d10+20)
Fort +7, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee magnhild +10 (3d6+7)
Special Attacks overhand chop, shattering strike, weapon trainings (hammers +1)
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Statistics
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Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +8 (+11 bull rush, +9 sunder); CMD 21 (23 vs. bull rush, 22 vs. sunder)
Feats Dodge, Improved Bull Rush, Improved Initiative, Power Attack, Toughness, Weapon Focus (lucerne hammer), Weapon Specialization (lucerne hammer)
Skills Acrobatics +7 (+17 to make high or long jumps), Climb +11, Fly +3, Intimidate +7, Survival +5, Swim +11
Languages Common
Combat Gear wand of fireball (cl 6); Other Gear magnhild, ring of jumping (improved), 150 gp
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Special Abilities
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Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of jumping (improved) As a ring of jumping, except it grants a +10 competence bonus on its wearer’s Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 10 ranks in the Acrobatics skill; Cost 5,000 gp
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

Gave her a wand of fireballs to simulate her hammer turning into a grenade launcher.

Edit: Forgot to put in her armor +1 breastplate making her AC 20

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Pyrrha Nikos:

Pyrrha Nikos
Human Fighter 5/Gunslinger 1
NG Medium humanoid (human)
Init +6; Senses Perception +11
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 Dex)
hp 58 (6d10+18)
Fort +8, Ref +5, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 30 ft.
Melee akoúo +9/+4 (1d3+3) and
milo (sword form) +11/+11/+6 (1d6+4/19-20)
Ranged milo (rifle form) +9 (1d10+3/×4) and
miló (javalin) +9/+4 (1d6+3)
Special Attacks weapon trainings (light blades +1)
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Statistics
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Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13
Base Atk +6; CMB +8; CMD 20
Feats Combat Expertise, Gunsmithing, Improved Initiative, Improved Shield Bash, Quick Draw, Toughness, Vital Strike, Weapon Focus (shortsword)
Skills Acrobatics +9, Bluff +7, Climb +7, Perception +11, Sense Motive +6, Survival +10, Swim +8
Languages Common, Other Language, Other Language
SQ armor training 1, deed: deadeye, deed: gunslinger's dodge, deed: quick clear, grit, gun training
Other Gear +1 breastplate, akoúo, milo (rifle form), milo (sword form), miló (javalin), 150 gp
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +2 (Rifle) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

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Lie Ren:

Lie Ren
Human Gunslinger (Pistolero) 4/Monk 1
LN Medium humanoid (human)
Init +6; Senses Perception +10
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Defense
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AC 19, touch 18, flat-footed 13 (+1 shield, +4 Dex, +2 dodge, +2 untyped)
hp 43 (4d10+1d8+10)
Fort +8, Ref +10, Will +5
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Offense
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Speed 30 ft.
Melee flower (blade form) +5 (1d6+2/×3) and
storm (blade form) +5 (1d6+2/×3) and
unarmed strike +8 (1d6+1)
Ranged flower (gun form) +6 (1d8+1/×4) and
storm (gun form) +6/+6 (1d8+1/×4)
Special Attacks flurry of blows, stunning fist (2/day, DC 14)
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Statistics
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Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 13
Base Atk +4; CMB +5; CMD 23
Feats Deflect Arrows, Dodge, Gunsmithing, Improved Unarmed Strike, Stunning Fist, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (revolver)
Skills Acrobatics +12 (+22 to make high or long jumps), Bluff +9, Climb +9, Heal +9, Perception +10, Survival +10, Swim +9
Languages Common, Other Language
SQ ac bonus, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pistol-whip, deed: quick clear, deed: utility shot, grit, stunning fist (stun), unarmed strike, deed: up close and deadly
Other Gear flower (blade form), flower (gun form), storm (blade form), storm (gun form), ring of jumping (improved), 150 gp
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ring of jumping (improved) As a ring of jumping, except it grants a +10 competence bonus on its wearer’s Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 10 ranks in the Acrobatics skill; Cost 5,000 gp
Stunning Fist (2/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the

Liberty's Edge

Very Creative of you, I was actually talking to people about doing a RWBY based game for pathfinder on the RWBY site.


Just watched one part of the trailer - Blake Belladonna. I like it. Fantastic weapons (swinging gun cord FTW) and great fashion. Love the bad guys too.


RWBY Trailers in a YouTube playlist and in order (Ruby, Weiss, Blake, Yang).

RWBY Season 1 in a YouTube playlist and in order.

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Penny:

Penny
Female Android Fighter (Free Hand Fighter) 7
N Medium construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 19, touch 19, flat-footed 10 (+5 Dex, +4 dodge)
hp 73 (7d10+27)
Fort +5, Ref +8, Will +2
Immune construct traits
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Offense
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Speed 60 ft., fly 90 ft. (good)
Melee unarmed strike +15/+15/+10 (1d3+7)
Special Attacks singleton
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Statistics
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Str 23, Dex 20, Con —, Int 20, Wis 10, Cha 8
Base Atk +7; CMB +14 (+16 disarm); CMD 32 (34 vs. disarm)
Feats Acrobatic, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Reach Defense, Spring Attack, Toughness
Skills Acrobatics +14 (+26 jump), Climb +16, Fly +14, Knowledge (local) +12, Perception +7, Stealth +12, Swim +16, Use Magic Device +6
Languages Celestial, Common, Other Language, Other Language, Other Language, Other Language, Other Language
SQ deceptive strike, elusive
Other Gear 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +2 (Ex) +2 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Elusive +2 (Ex) +2 Dodge AC
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Reach Defense +2 dodge bonus to AC on AoO from foes not adjacent to you.
Singleton +1 (Ex) +1 to hit and damage when weilding a one-handed melee weapon.
Spring Attack You can move - attack - move when attacking with a melee weapon.

Blade Barrier at/ will. Penny has complete control of her Blade Barrier and can move it around with out hurting people if she does not want to.

Liberty's Edge

ohhh penny!

how did you determine the stats?
30-32 point buy?

Liberty's Edge

brad2411 wrote:
** spoiler omitted **...

Are there any plans to do more with the semblances?

i.e. like Blakes ability to make shadow clones of herself and use them for limited attacking an maneuverability?

Dark Archive

Sgt Spectre wrote:
brad2411 wrote:
** spoiler omitted **...

Are there any plans to do more with the semblances?

i.e. like Blakes ability to make shadow clones of herself and use them for limited attacking an maneuverability?

For Pennys stats I did not use point buy. For Blakes Semblance would not be to hard as there is a ninja trick the shadow clones and a swift haste but she would need to be higher level. In fact most of the characters would do well with higher levels as anime is naturally more powerful and outrageous. I went 5th level cause they are starting out in season 1. Beyond that I will have to go more in-depth with some of the characters. Like I would need to add a swift haste to Ruby. Make Weiss have Swift action floating disks and possibly feather fall. Pyrrha would get magnetism. Other then that I can't really think of other semblances they have.


For Weiss, I'd consider her as having levels in Spellslinger since her weapon is a Revolver-Smallsword that fires spells instead of "bullets".

Liberty's Edge

brad2411 wrote:
Sgt Spectre wrote:
brad2411 wrote:
** spoiler omitted **...

Are there any plans to do more with the semblances?

i.e. like Blakes ability to make shadow clones of herself and use them for limited attacking an maneuverability?

For Pennys stats I did not use point buy. For Blakes Semblance would not be to hard as there is a ninja trick the shadow clones and a swift haste but she would need to be higher level. In fact most of the characters would do well with higher levels as anime is naturally more powerful and outrageous. I went 5th level cause they are starting out in season 1. Beyond that I will have to go more in-depth with some of the characters. Like I would need to add a swift haste to Ruby. Make Weiss have Swift action floating disks and possibly feather fall. Pyrrha would get magnetism. Other then that I can't really think of other semblances they have.

well we are organizing a RWBY based pathfinder game, via the Rooster Teeth site.... gonna be epic...

Dark Archive

Cool Sgt Spectre, let me know how it goes and what changes you make to rules.

Liberty's Edge

1 person marked this as a favorite.
brad2411 wrote:
Cool Sgt Spectre, let me know how it goes and what changes you make to rules.

well for weapons, the rules we change are that all weapons can be charged with an elemental effect by "dust". Dust will grant elemental damage of 1d6 in the form of: Fire, Cold, and Electricity as direct damage.

With Semblances for the characters essentially being handled on a case by case basis within regards to construction.

Right now we are going with you can use your semblance Class Level + Chosen stat bonus. 5th level Fighter with Charisma of 18 = 9 uses of semblance a day.

we are leaning to using intelligence, wisdom and charisma for determining bonus semblance uses as this will make "dump stats" like charisma more viable and choices for stats will mean alot more.

Silver Crusade

Would anyone be cool with me putting up stats for Ruby using one of my playtest classes? I think it'd be a bit easier to model her with those, mostly basing off of the Red trailer.


N. Jolly wrote:
Would anyone be cool with me putting up stats for Ruby using one of my playtest classes? I think it'd be a bit easier to model her with those, mostly basing off of the Red trailer.

I'm fine with it.

Liberty's Edge

N. Jolly wrote:
Would anyone be cool with me putting up stats for Ruby using one of my playtest classes? I think it'd be a bit easier to model her with those, mostly basing off of the Red trailer.

go for it, by most table top RPG standards, anyone able to do what she does should be highlevel I would think? The sheer maneuverability and combat options/ tactics she employs... plus the speed... epic.

Liberty's Edge

Would perhaps just adding a gun to a melee weapon work?

Should we develop some requirment/ maximum/ minimum of what type of weapon? Like no cannons attached to a punch dagger?

Dark Archive

N. Jolly wrote:
Would anyone be cool with me putting up stats for Ruby using one of my playtest classes? I think it'd be a bit easier to model her with those, mostly basing off of the Red trailer.

Go for it, I would love to see other peoples takes.


Sgt Spectre wrote:

Would perhaps just adding a gun to a melee weapon work?

Should we develop some requirment/ maximum/ minimum of what type of weapon? Like no cannons attached to a punch dagger?

No cannons attached to punch daggers but volley guns attached to cesti are just dandy?

RWBY and limits just don't go well together.


One of the new characters for S1V2 will, in pathfinder terms, have gun/boot blades. According to the new opening, he will be primarily matched up against Yang.

Liberty's Edge

Atarlost wrote:
Sgt Spectre wrote:

Would perhaps just adding a gun to a melee weapon work?

Should we develop some requirment/ maximum/ minimum of what type of weapon? Like no cannons attached to a punch dagger?

No cannons attached to punch daggers but volley guns attached to cesti are just dandy?

RWBY and limits just don't go well together.

Well essentially what I was saying was that proportionate sized guns to the melee weapon. Like 155mm howitzers attached to punch daggers.

With Yang's Shotgun Gauntlets, the mechanism is pretty cool especially with how Monty explained it. Since it uses a belt to load the drum magazine around the forearm, interesting idea. I think I saw something like that in a manga by masamune shirow. Still great idea in my opinion.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

For those interested, I wrote up and posted stats for Pyrrha over on my blog a few months back.

Since characters from existing media rarely fit very well into specified class-level builds (as Tels noted, above), I opted to use (my favorite supplement, which is) a class-less, point-buy character-generator, Eclipse: The Codex Persona, to build her stats.

The result is that her stats don't - at a glance - look compatible with Pathfinder. However, they are 100% usable in a Pathfinder game without any conversion necessary (other than having the book on hand, which isn't that big of a deal, since it's free).

(For those interested, Endzeitgeist reviewed the book a little while back, and gave it five out of five stars.)


Honestly, Pathfinder isn't the system to use. They all work really well as low level Exalts.


You might be happy to know that RoosterTeeth is developing a RWBY video game.


Tels wrote:
You might be happy to know that RoosterTeeth is developing a RWBY video game.

Oh my.

Caineach wrote:
Honestly, Pathfinder isn't the system to use. They all work really well as low level Exalts.

It's extremely easy to build just about any character in Final Fantasy D6 =)

Which is an amazing homebrew to look up by the by.

Silver Crusade

Sorry it's taken me so long, I've been doing a lot of retooling of my playtest classes, but I think I have the spirit of the character here on a (n effectively) 20 point buy. The following was done with my playtest class the Strategist and of course the techniques, so give them a look.

Ruby Rose

For a few statements of design thoughts here:

For style to specialize in, I selected Peerless Sniper due to the reload feature, allowing her to actually use her weapon. The weapon was a tough call, but in the end the Axe Musket actually fulfills everything I need it to; a melee ranged weapon which could be reflavored into a scythe. With P. Sniper, she can actually load the damn thing, making it actually viable.

Stats were a hard call, I went more int based, but int and dex could be swapped if needed. Ruby looked to be a strategist to me though, she's smart and able to do something with it.

Gear is dirt simple, +1 on both sides of the musket axe, some armor, and minor defensive stuff. She seems to travel light, which is nice for me since I hate buying gear for pregens.

Skills were a hodgepodge, hard to really say for a lot of them, although I feel I got the big ones (Craft, Acrobatics, etc), although these are far more up for debate.

Feats weren't really hard, basic archer feats, nothing special aside from picking up another tech with a feat I still need to write up (oops).

Onto techniques:

Genius Offensive was a no brainer, giving her more of a sniper's scope ability to really cause some damage and simulate her intelligence playing into her abilities.

Faster than the Eye made sense, she swings that scythe hella fast, and this recreates it perfectly. Used the Style Dabbler with this because it seems like the one thing she'd specialize on, although Long Arc Swing could take its place.

Leader's Charge I was more iffy on, but she is the leader of the team, and I feel like she's the type to lead by example, making this a solid pick.

Long Arc Swing was another obvious one, since she's able to swing at so many people at once, making it a clear call.

Agile Archer's Charge really fit the mobility theme we're going with here, giving her the chance to really open up on her opponents.

Honestly I'm pretty happy with how she turned out, I could play her at this level and feel basically the same intensity that I did during the trailer with no problems. Scarlet Bravo was partially based off of her as well as quite a few other red clad heroes (Dante especially).

Let me know what you all think.


definitely interesting builds. Too bad the weapons are nearly impossible for level 5 characters to hasve access to.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
LoneKnave wrote:
I wish a 5th level martial was as badass as Ruby.

It's easy to be badass when your story doesn't depend on dice rolls, only the author's fiat.


LazarX wrote:
LoneKnave wrote:
I wish a 5th level martial was as badass as Ruby.
It's easy to be badass when your story doesn't depend on dice rolls, only the author's fiat.

Never said it should be easy.


So, has Volume 2, Episode 1 changed your designs any?


2 people marked this as a favorite.
Tels wrote:
So, has Volume 2, Episode 1 changed your designs any?

Weapon Focus (Italian Bread)

Dark Archive

yes everyone has Catch off guard.

Dark Archive

Don't forget watermelon hammer


Pyrta and Ruby both apparently have sonic thrust or telekinesis as an SLA and the CL is ridiculous since it's an object per CL and they threw a *lot* of soda cans and tableware back and forth.

Oh, and Ruby has it quickened since she was making a charge action at the same time.


So... with episode 4 of volume 2, we know that Yang's Semblance makes her stronger the more damage she takes.

Sounds to me like she has a constant blood rage spell active on her.

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