[Humor] Prc: The Munchkin

Jeph

Explorer
Prerequisites: munchkinlike player

HD: d%
BAB: As Fighter
Fort: As Monk
Ref: As Monk
Will: As Monk

Class Features:
01 Munchkin Quality 1
02 Munchkin Quality 1
03 Munchkin Quality 1
04 Munchkin Quality 2
05 Munchkin Quality 2
06 Munchkin Quality 2
07 Munchkin Quality 3
08 Munchkin Quality 3
09 Munchkin Quality 3
10 Grand Munchkin Master

Munchkin Quality 1: The Munchkin gains one of the below abilities.
Lesser Munchkin Damage: The Munchkin deals +10 damage on all successful attacks.
Lesser Munchkin Accuracy: The Munchkin gains a +10 insight bonus to all attack rolls.
Lesser Munchkin Magic Ability: The munchkin's effective caster level is increased by 10.
Lesser Munchkin Spells: The Munchkin may cast 10 9th level spells per day, in addition to any other spells that they may already cast, as a 10th level Cleric, Druid, Sorcerer, or Wizard.
Lesser Munchkin Ability: The Munchkin gains +10 to one ability score.
Lesser Munchkin Defense: The Munchkin gains +10 AC.
Lesser Munchkin Impenatrability: The Munchkin gains Damage Reduction 10.

Munchkin Quality 2: The Munchkin gains one of the below abilities. All Munchkin Quality 2 abilities stack with similar Munchkin Quality 1 abilities.
Munchkin Damage: The Munchkin deals +20 damage on all successful attacks.
Munchkin Accuracy: The Munchkin gains a +20 insight bonus to all attack rolls.
Munchkin Magic Ability: The munchkin's effective caster level is increased by 20.
Munchkin Spells: The Munchkin may cast 20 9th level spells per day, in addition to any other spells that they may already cast, as a 20th level Cleric, Druid, Sorcerer, or Wizard.
Munchkin Ability: The Munchkin gains +20 to one ability score.
Munchkin Defense: The Munchkin gains +20 AC.
Munchkin Impenatrability: The Munchkin gains Damage Reduction 20.

Munchkin Quality 3: The Munchkin gains one of the below abilities. All Munchkin Quality 3 abilities stack with similar Munchkin Quality 1 and Munchkin Quality 2 abilities.
Greater Munchkin Damage: The Munchkin deals +30 damage on all successful attacks.
Greater Munchkin Accuracy: The Munchkin gains a +30 insight bonus to all attack rolls.
Greater Munchkin Magic Ability: The munchkin's effective caster level is increased by 30.
Greater Munchkin Spells: The Munchkin may cast 30 9th level spells per day, in addition to any other spells that they may already cast, as a 30th level Cleric, Druid, Sorcerer, or Wizard.
Greater Munchkin Ability: The Munchkin gains +30 to one ability score.
Greater Munchkin Defense: The Munchkin gains +10 AC.
Greater Munchkin Impenatrability: The Munchkin gains Damage Reduction 10.

Grand Munchkin Master: The Munchkin gains a +40 bonus to Armor Class, Attack Rolls, Damage Rolls, Ability Checks, Skill Checks, Effective Caster Level, and all Abilities, and Damage Reduction 40. These benefits stack with all benefits from Munchkin Quality 1, 2, and 3.

:D
 
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You think this is funny, but I've seen it happen.

Back in high school, we had a fun low-level campaign going, and one guy asked his friend to join us for a game. This guy kept getting confused on his numbers, claiming outrageous results, until we checked his math.

You see, the guy had played in a campaign where every player HD was a d30, where you rolled a d30 to determine the + of a magic item, and everyone was 80th level or so. These guys would kill Tiamat every morning for practice. So, of course, he assumed we did something similar in our world.
Apparently that other campaign came to a screeching halt when the DM was thrown in jail. While in prison he started a campaign in there, same rules.
 

forcing the munchkin PrC to decide on which single ability he wants from class 1, 2, and 3 is TREMENDOUSLY limiting!

you really need to rework this to promote balance. he should get ALL of the abilities and there should be 9 different classes...

this is what friggen irks me about 3E... such sloppy work and people expect a pat on the back.... sheesh!

joe b.



:)
 




While this is a good start, it should have some additional rules.
Hit points, reroll anything but 100.

Level 1: Alter Reality
As many times as he wants, the munchkin can alter reality to change the world, gain an ability, item, cohort, or XP, get meta game knowledge, or pretty much anything else he or she wants.

Level 10: Win the Game.
The munchkin has won the game. Because he has won, he no longer can play anymore. Everybody else rejoices.
 


And what's with this "As Fighter" BAB nonsense? That's too weak. You're limiting them to arbitrary limits. I want my BAB to increase by 2 per level, AND have a Monk-like progression when using weapons (with none of that "5-attack-limit" nonsense).

And why should my later attacks have less chance to hit than my early ones? It's the same type of attack, they should all be at my full BAB.

Also, Munchkin should be a Template, not a PrC. You should get these abilities in addition to your normal class abilities; you're penalizing spellcasters otherwise.

Oh, and you should have the quickened spell-like ability to cast Wish or Miracle at will, with no XP cost. I mean, if I can say "I wish for a sword", why can't my character? And in a magical world, they should get it!
 

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