Send In The Clowns… (or, Converting the Oddballs)

+4 is fine on Swim.

Most important skills: Listen, Spot, Profession (sailor) seem to fit. Jump seems right for a toon. Maybe Tumble, too?
 

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+4 is fine on Swim.

Most important skills: Listen, Spot, Profession (sailor) seem to fit. Jump seems right for a toon. Maybe Tumble, too?

Those sound good. I'd put some extra into Use Rope too.

I'll put a couple more into Intimidate - didn't old school Donald Duck really but the fear into his nephews when he lost his temper?

How's this?

Skill Ranks: Bluff 5, Balance 5, Climb 5, Handle Animal 5, Intimidate 9, Jump 10, Listen 13, Move Silently 5, Profession (Sailor) 13, Ride 5, Search 5, Sleight of Hand 5, Spot 13, Survival 5, Swim 5, Tumble 9, Use Rope 9
 




What, no Knowledge (the planes)? :p

Skills look good. He's definitely a duck-of-all-trades-master-of-none.

What can I say, he's an ignorant duck.

Updated Working Draft.

I switched 4 ranks from Use Rope and 1 rank from Profession (Sailor) to give him 5 ranks in Hide. He had a Use Rope of +13, which seemed too high. Besides, he's often sneaking about in the cartoons.

Speaking of toons, I changed some "toons" to "Donald Duck" in Cartoon Elasticity and Solipsistic Levitation.

Should we give him some equipment?

A 15 HD adventurer would have some magic gear, and he's roughly equivalent. Maybe a magic weapon or two and magic armour?

Hmm, I guess we'd better sort out his feats first, though.
 

Rapid Reload (repeating light crossbow)? That kind of feels like a waste, though.

Imp Init? Iron Will? Not much coming to mind for him.
 

Rapid Reload (repeating light crossbow)? That kind of feels like a waste, though.

Imp Init? Iron Will? Not much coming to mind for him.

Yes, I'm not getting much inspiration either.

Shall we put the feats on the back burner and argue about alignment. That's always a good way to waste time. :p
 



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