Zonugal's Pop Culture Piazza


Conversions


Zonugal's Pop Culture Piazza

I find we each hold a particular talent when it comes to role-playing games. Some calculate great numbers with their impressive builds while others push into the heavens with theoretical insights. Myself? I find I excel at adapting characters from popular culture into the game.

And so I hope for this thread to become a repository of sorts for my creations. If you disagree with a choice made I encourage open discussion, all I ask is you keep in mind that I approach my craft in the space of creative adaptions, no accurate recreations.

The Builds
Richard B. Riddick


Richard B. Riddick
Half-Elf Wild Shadow Ranger 4/Snakebite Striker Brawler 1/Rogue 5
CN Medium humanoid (human, elf)
Init +3; Senses darkvision 60ft.; light blindness; Perception +14 (+16 to locate traps)
DEFENSE
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 86 (5d10+12/5d8+15)
Fort +9, Ref +13, Will +3
Defensive Abilities Evasion, Trapsense +1, Uncanny Dodge
OFFENSE
Speed 30 ft.
Melee Dagger +8/+8/+3/+3 (1d4+3/19-20x2; 10 ft.; piercing)
Melee Kukri +8/+8/+3/+3 (1d4+2/15-20x2; slashing)
Melee Unarmed Strike +8/+8/+3/+3 (1d6+2/x2; bludgeoning)
Special Attacks Sneak Attack +4d6
Ranger Spells Prepared (CL 1st; concentration +2)
1st (1/day)— Endure Elements
STATISTICS
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +8; CMB +10; CMD 23
Feats Skill Focus (Stealth) [Half-Elf], Combat Reflexes [1st], Two-Weapon Fighting [Ranger2], Endurance [Ranger3], Catch Off-Guard [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Improved Two-Weapon Fighting [7th] and Improved Critical (Kukri) [9th]
Skills Acrobatics +10 (4 ranks +3 dex +3 bonus), Climb +9 (4 ranks +2 str +3 bonus), Disable Device +17 (10 ranks +2 int +3 bonus +2 trapfinding bonus), Escape Artist +12 (6 ranks +3 dex +3 bonus), Handle Animal +6 (4 ranks -1 cha +3 bonus), Heal +5 (1 rank +1 wis +3 bonus), Intimidate +12 (10 ranks -1 cha +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Nature) +6 (1 rank +2 int +3 bonus), Perception +14 (10 ranks +1 wis +3 bonus), Sense Motive +10 (6 ranks +1 wis +3 bonus), Sleight of Hand +12 (6 ranks +3 dex +3 bonus), Stealth +22 (10 ranks +3 dex +3 bonus +6 skill focus), Survival +14 (10 ranks +1 wis +3 bonus) and Swim +6 (1 rank +2 str +3 bonus)
Languages Common, Elven & Undercommon
Traits Anatomist & River Rat
SQ Multitalented (Ranger & Rogue), Poison Use, Favored Enemy (Human +2), Track (+1/+3), Wild Empathy (+1/+5), Favored Terrain (Mountains +2), Woodland Stride, Brawler’s Cunning, Sneak Attack (+4d6), Martial Training, Trapfinding (+2), Evasion, and Rogue Talents (Stealth Stunt).

Character Traits
Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented (Ranger & Rogue): Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Thinblood Resilience: Half-Elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves.

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