
Haywire build generator |

After this thread considered expanding beyond the original universe, I decided to make a place for a more general setup. Feel free to add any video game conversions, whether they are characters, classes, or races.
Of course, I'll be pushing a few more niche ones, starting with
Human Occultist (Battle Host) 10
N Humanoid (Human)
Init +5 Senses Perception +15
HP 9d8+44
AC 22 touch 13 flat-footed 21 (+7 armor, +1 Dex, +2 deflection, +2 natural)
Fort +15 Ref +9 Will +13
speed 30 feet
melee +2 construct-bane greatsword +15/+10 (2d6+9/19-20)
Spells
0 (DC 14)
resistance
detect magic
mending
1(5/day, DC 15)
shield
lead blades
anticipate peril
2 (4/day, DC 16)
resist energy
heat metal
see invisibility
3 (4/day, DC 17)
Dispel magic
Locate Weakness
Haste
4 (1/day, DC 18)
Locate Creature
Freedom of Movement
Rusting Grasp
special attacks Spirit Warrior (2/day), Heroic Splendor (2/day)
focus powers: Quickness, future gaze, philosopher's touch, globe of negation, sudden insight, mind barrier, legacy weapon
Str 20 Dex 12 Con 16 Int 18 Wis 12 Cha 10
BAB+7 CMB +12 CMD 25
Feats: Improved initiative, Iron Will, Improved Iron Will, Tougness, Great Fortitude, Improved Great Fortitude, Lightning Reflexes, Weapon focus (greatsword), Power Attack, Furious Focus, Extra Mental Focus, Efficient Focus Shift, Vital Strike
Skills Climb +14, Disable Device +13, Perception +15, Spellcraft +17, Survival +11, Swim +14, Use Magic Device +17(+22 for weapons, armor or shields), Knowledge (arcana, engineering) +17
SQ Mental focus (15 total, 7 to transmutation, 6 to abjuration, 2 to divination), object reading, panolpy bond
Gear
+2 construct-bane greatsword (panolpy bond), +3 mithral breastplate, ring of protection +2, amulet of natural armor +2, 6650gp other
PC WBL and 20 point buy used

KoolKobold |

So will this be for ANY video game character?
EDIT: Gonna add my first race conversion-the tiny common race of Dreamland, Waddle Dees!
+2 Wisdom, +2 Charisma, -2 Constitution: Waddle Dees are cunning and kind, but are fragile.
Small: Waddle Dees are Small sized, giving them a +1 size bonus to attack rolls, a +1 size bonus to AC, a -1 size penalty to CMB and CMD checks, and a +4 size bonus on Stealth checks.
Waddle: Waddle Dees are Humanoids with the waddle subtype
Slow Speed: Waddle Dees have a base speed of 20 ft.
Friendly: Waddle Dees are usually harmless and friendly, and prefer to end arguments with talking over fighting, as well as helping their friends out. They gain a +2 racial bonus on Diplomacy checks, and Diplomacy is always a class skill. In addition, they gain a +2 racial bonus on rolls when aiding another in a skill check.
Determined: Waddle Dees have a strong sense of fulfillment, and they rarely give up. Waddle Dees gain a +2 racial bonus on saves against fear effects.
Spear Master: While Waddle Dees can be adaptable in their fighting style, the most common weapon of their choice-as well as the most respected-is the spear. Waddle Dees gain Weapon Focus on either short spears or long spears (must select one; once the choice is made, it cannot be changed), even if the Waddle Dee is not proficient in this feat.
Hope they ain't broken!

KoolKobold |

Okay I've decided to do a couple with some Pokemon; I'll show the two more powerful selections I've just made, Charizards and Golisopods.
NOTE: While these two are creatures that do not have racial hit die, they are more powerful then most races. Golisopods have a CR that's 1 level higher then most races; Charizards meanwhile have a CR that's 2 levels higher.
+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Charizards are powerful, but bestial in nature.
Medium: Charizards are Medium sized creatures.
Reptilian: Charizards are Humanoids with the reptilian subtype.
Normal Speed: Charizards have a base speed of 30 ft.
Darkvision: Charizards can see in the dark up to 60 ft. away.
Low-Light Vision: Charizards can see twice as far as humans in low light.
Gliding Wings: While charizards do have wings, they are not strong fliers, and rely more on the winds to keep them airborne. Charizards take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, he can move up to 5 feet in any horizontal direction for every 1 foot he falls, at a speed of 60 feet per round. He cannot gain height with these wings alone; it merely coasts in other directions as he falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, he can take advantage of the updraft to increase the distance he can glide. While a charizard is gliding, they must not be unencumbered. Charizards treat Fly as a class skill.
Intimidating: Charizards have a notable reputation for being very intimidating. They gain a +2 racial bonus on Intimidate checks, and gain Intimidating Prowess as a bonus feat at 1st level.
Draconic Appearance: Despite being humanoids, charizards are so similar to dragons that they can talk to them more so then other races. Charizards gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks against dragons, and all dragons have a starting attitude of indifferent towards charizards (unless the charizard’s alignment is of an opposite alignment to the dragon). This stacks with the intimidating racial trait.
Draconic Resistances: Charizards do not only think like lesser dragons, but their bodies are similar as well. A charizard gains a +1 natural bonus to their AC and a +2 racial bonus on save checks against spells and spell-like abilities (except for spells and spell-like abilities with the cold descriptor; see susceptible to cold below).
Burning Soul: Charizards have a strong internal combustion inside their stomachs that make them have affinity for fire magic. He gains fire resistance 5, and a +2 racial bonus on concentration checks when using a spell with the fire descriptor.
Natural Attacks: Charizards have a bite attack and two claw attacks; these are primary attacks that have a threat range of 19-20
Susceptible to Cold: As they have an affinity with fire, charizards are extremely susceptible to the cold, and they take a -2 racial penalty on save checks against spells and spell-like abilities with the cold descriptor.
+2 Strength, -2 Dexterity, +2 Wisdom, -4 Charisma: Golisopods are strong and cunning in battle, but lack agility and emotion.
Medium: Golisopods are Medium sized creatures
Verminoid: Golisopods are Humanoids with the aquatic and verminoid subtype.
Slow Speed: Golisopods have a base speed of 20 feet. They also have a swim speed of 30 feet, can move in water without making a swim check, and always treat Swim as a class skill.
Low-Light Vision: Golisopods can see twice as far as humans in low light.
Amphibious: Golisopods can breathe both air and water.
Exoskeleton: Golisopods have incredible natural armor compared to most races; they gain a +1 natural bonus to their AC, and when under attack from a melee attack that deals piercing and/or slashing damage, this bonus increases to +2.
Blade Claws: The hands of a golisopod are shaped like swords, and they do not have any grasping appendages. They take a -2 racial penalty when attacking with manufactured weapons, but they gain two claw attacks that have the same damage die as a short sword of their size (1d6 for most golisopods).
Emergency Exit: While golisopods love the thrill of battle, and especially love defeating foes, they are smart enough to know when to back out of a fight. Golisopods always move up to double their speed when withdrawing from combat, even if they are limited to a standard action. In addition, they gain a +2 dodge bonus against attacks of opportunity.
Semi-Emotionless: Golisopods have the natural ability to only show a few emotions, and not only do they use these to full effect, they aren’t willing to change emotions so easily. Golisopods gain a +2 racial bonus on save rolls against emotion and fear effects; if they fail a roll, once per day they can make a second roll, but they must take the second result even if it’s worse.
Intimidating: Golisopods not only have an affinity for intimidating others, they use it with mere displays of brute force. Golisopods gain a +2 racial bonus on Intimidate checks, and gain Intimidating Prowess as a bonus feat at 1st level.

The Sideromancer |
It's a pet peeve of mine to stat Charizard as a physical tank. HP and physical defence are its lowest stats, and physical attack and special defence aren't much higher. Also, It's a full flying type, let it use the likes of Air Slash (heck, Red's 'zard has Air Slash in HGSS). At least make that 4*weakness to just switching in mean something offensively.
I use the squirtle line as an example since they're the speedy kanto starter in SSB
Charizard
HP 78
Atk 84
Def 78
SPA 109
SPD 85
Spe 100
Blastoise
HP 79
Atk 83
Def 100
SPA 85
SPD 105
Spe 78
Charmander
HP 39
Atk 52
Def 43
SPA 60
SPD 50
Spe 65
Squirtle
HP 44
Atk 48
Def 65
SPA 50
SPD 64
Spe 43
Edit: It is primarily a generalist, but considering it's out-tanked by the similar-Base Stat Total Umbreon, I say we make it the special attacker Fire was for the first three generations.

Xakroo the Arrow Shooter |

It's a pet peeve of mine to stat Charizard as a physical tank. HP and physical defence are its lowest stats, and physical attack and special defence aren't much higher. Also, It's a full flying type, let it use the likes of Air Slash (heck, Red's 'zard has Air Slash in HGSS). At least make that 4*weakness to just switching in mean something offensively.
** spoiler omitted **Edit: It is primarily a generalist, but considering it's out-tanked by the similar-Base Stat Total Umbreon, I say we make it the special attacker Fire was for the first three generations.
I based Charizard's racial stats more on how he plays in Super Smash Bros

The Sideromancer |
I don't like to use Smash as a solitary reference because I feel it often goes with appearance over accuracy. While I think all of the non-clone characters introduced in 4 are decent representations (of course, only basing that off of games I've played), pokemon seems a focus of things going wrong. What part of Mewtwo's moveset tells you that it doesn't use its abilities with any subtlety and is entirely about pure offence? Charizard is both faster and better at special attack than pikachu. Jigglypuff has only one move close to an aerial attack, and has exactly the mobility of Ferrothorn (Wigglytuff has an improved base speed of... 45. Barely outspeeding Golisopod, but the latter has access to priority.).
Other characters to watch out for if going off of SSB (that I know of):
Meta Knight: Ranged attacks are an integral part of his fighting style in the Kirby series
Samus: The armour is much more manoeuvrable than the Zero Suit, especially after getting the space jump and speed booster. Neglecting the Ice Beam is criminal.
Ness: Actually a physical class, his spells are mostly stolen from other party members.

KoolKobold |

actually what I said was a bit of a lie; I don't JUST take what the statistics for a Pokemon are, I look at their physical traits, look at their lore from the Pokedex, and sometimes use a little bit of what other media (side games, anime, manga, etc) have done to use these Pokemon and just gave them statistics from there. I know Charizard is more of an offensive sweeper then it looks say, but tell me if you've seen Charizard be like that in anything outside of the main series of games?
Here's some stats for Rattata, which I've basically made it to where they're similar to ratfolk in some ways.
Varied: There are two known subspecies of rattata; wild blooded rattata (those that live in forests and fields), and urban blooded rattata (those that live in cities). Wild blooded rattata are cunning, and gain +2 Wisdom; urban blooded rattata, however, are more street smart, and gain +2 Charisma. Regardless, both gain +2 Dexterity due to their agility, and -2 Constitution due to their frail statures.
Small: Rattata are Small sized creatures, and thus gain a +1 size bonus on attack rolls, a +1 size bonus to their AC, a -1 size penalty on CMB and CMD checks, and a +4 size bonus on Stealth rolls.
Darkvision: Rattata can see in the dark up to 60 feet
Ratfolk: Rattata are Humanoids with the ratfolk subtype
Fast: Rattata are fast for their size, and have a base speed of 30 feet. They also gain a climb speed of 30 feet, do need to use Climb to climb, and treat Climb as a class skill.
Scavenger: Most rattata find their food by foraging and stealing from others; they gain a +2 racial bonus on Perception, Sleight of Hand, and Survival checks.
Sneaky: Rattata have an amazing advantage to be stealthy in certain environments; in forest terrain (for wild blooded rattata) or urban terrain (for urban blooded rattata), they gain a +2 bonus on Stealth checks, and can move at full speed while in stealth in their respected terrain.
Bite: Rattata have incisors that give them a strong bite attack for their size; their bite attack is one damage die higher than their size (1d6 for most rattata) and is treated as a primary attack with a natural threat range of 19-20.
Swarming: Although most rattata prefer to forage alone, they travel in groups to give an advantage in a fight. Up to two rattata can share the same square at the same time. If two rattata in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

The Sideromancer |
I don't follow the core show because ash is a cheating idiot and pikachu should step aside for any other electric type. I'd have to rewatch Origins, but I don't recall anything there that bothered me. 0 of 'Zards pokedex entries mention defences or physical attacks, focusing on its flight or firebreath abilities. Both Rumble and Conquest spin-offs list 'Zard as attack 4/5 def 3/5 speed 4/5. I rest my case.

Haywire build generator |

Honestly, I'm not good at judging the power levels of races. Meaning, the only criticisms I can offer are of the thematic variety. In this case, there's one thing I feel strongly about and several things I can't effectively comment on. Sorry if I came across too harsh
Time for some random Fire Emblem characters
Human fighter 10
CG medium Humanoid (human)
Init +2 senses perception +11
HP 100 (10d10+40)
AC 30 touch 14 Flat-Footed 28 (+12 armour, +3 shield, +2 dex, +2 deflection, +1 natural)
Fort +11 Ref +8 Will +10
speed 30'
melee +2 shocking greataxe +21/+16(1d12+12/*3+1d6 electricity) or +21/+13(1d12+18/*3+1d6 electricity)
special attacks: weapon training (axes)
Str 18 Dex 14 Con 16 Int 13 Wis 12 Cha 10
BAB +10 CMB +14 CMD 28
skills: climb +7 perception+11 spellcraft+2 survival+7 swim+7 knowledge (dungeoneering)+11 Knowledge(engineering)+11
feats:power attack, furious focus, iron will, lining reflexes, step up, following step, step up and strike, cut from the air, smash from the air, Advanced Weapon Training
equipment: +2 shocking greataxe, gloves of duelling, +3 fullplate, cloak of resistance +1, Belt of giant strength +2, Ring of protection +2, Amulet of Natural armour +1, cloak of resistance +1
spare gp: 3030
Doesn't use AAT for two reasons: I wanted full move in heavy (and armour training 3 hasn't come yet), and I own WMH but not AMH.
for both of these I use an alteration of the Lycanthrope template. Specifically, I remove the hybrid form, and grant any extra movement speeds to the unshifted form. The contagious curse was also removed. statblocks will use shifted form, and I will list unshifted base stats at the end of the block.
Custom template (human brawler 10 (steel-breaker), Giant falcon)
CG Large Humanoid (human, shapechanger)
Init +7 senses: perception +14, low-light vision, scent
HP 100 (10d10+50)
AC 20 touch 15 flat-footed 15 (+5 natural, +2 dodge, +3 dex, +1 deflection, -1 size)
Fort +11 Ref +11 Will +7
Defensive abilities: Improved Iron Will, DR 10/Silver
speed 10', fly 80' (average)
Melee Bite+15(1d8+6), 2 talons+16(1d8+8) or unarmed strike +15/+10 (2d8+6), bite +5(1d8+6), 2 talons (1d8+8)
Special attacks: Brawler's flurry (unarmed strikes or talons, improved two-weapon fighting), exploit weakness, marital flexibility 8/day, knockout (Fort DC 19) 2/day, rend (2 talons, 1d6)
Str 21 Dex 17 Con 16 Int 12 Wis 12 Cha 8
BAB +10 CMB +16(+20 sunder, +18 disarm) CMD 32(36 sunder, 34 disarm)
Skills: climb +13, fly +16, Perception+14, Sense Motive +14, Swim +13, Knowledge (local) +14
feats: Improeved Unarmed Strike, Feral Combat Training (talon), Weapon focus (talon), Weapon Specialization (talon), Improved natural attack (talon), Improved Initiative, Iron Will, Improved Iron Will, Toughness, jabbing style
SQ change shape (polymorph), lycanthropic empathy (birds)
equipment: Amulet of Mighty Fists +1, Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1
unused gp: 750
Unshifted base stats:
Str 15 Dex 15 Con 14 Int 12 Wis 12 cha 8
custom template (Human Oracle 10 (ocean's echo), Enchanter Heron)
CG Large humanoid (human, shapechanger)
Init +6 senses: perception +12, low-light vison, scent
HP 85 (10d8+40)
AC 20 touch 14 flat-footed 17 (+2 dex, +6 natural, +1 deflection, +1 armour, +1 dogde, -1 size)
Fort +8 Ref +7 Will +8
defensive abilities: Improved Lightning Reflexes, DR 10/Silver
speed 30' fly 20' (average)
melee bite +11 (1d8+6 plus grab)
Spells known
0 (DC 14)
mage hand
ghost sound
detect magic
read magic
light
mending
purify food and drink
spark
stabilize
Sotto Voce
1 (7/day, DC 15)
Memory Lapse
Cure Light Wounds
Entropic Shield
Moment of Greatness
Bless
Comprehend Languages
Bane
2 (7/day, DC 16)
Sound Burst
Cure Moderate Wounds
Make Whole
Lesser Restoration
Remove Paralysis
Spiritual Weapon
Levitate
Minor Image
3 (7/day, DC 17)
Sands of Time
Cure Serious Wounds
Searing Light
Remove Curse
Remove Disease
4 (6/day, DC 18)
Shout
Cure Critical Wounds
Restoration
Remove Poison
5(3/day, DC 19)
Song of Discord
Mass Cure Light Wounds
Break Enchantment
Telekinesis
Special attacks: Bardic Performance (inspire courage +2, inspire competecne +3, 13 rounds/day), speed or slow time, throat sac (DC 14 fascinate), swallow whole (1d6 acid, AC 12, 3hp)
Str 20 Dex 14 Con 16 Int 14 Wis 14 Cha 18
BAB +7 CMB +13(+17 grapple) CMD 28
Skills: fly +15, Intimidate +17, Perception +12, Spellcraft +15, Use Magical Device +14, Knowledge (Nature) +15, Perform (sing) +17
Feats: Dodge, Lighting Reflexes, Improved Lightning Reflexes, Great Fortitude, Extend Spell
SQ change shape, Lycanthrope empathy (birds), Oracle Curse (haunted)
equipment: bracers of armour +1, headband of alluring charisma +2, ring of protection +1, wand of stone call (50 charges)
unused gp: 1000
unshifted stats:
Str 8 Dex 14 Con 10 Int 14 Wis 14 Cha 18
About the only difference you'll see from any other heron is the alignment and max ranks in intimidate