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

Sure. Or just something like

Rage (Ex): Donald Duck can be provoked into a berserk rage, attacking madly for X rounds. This acts like the barbarian's class feature, granting +4 Strength, +4 Constitution, +2 bonus to Will saves, and –2 AC. However, he cannot end its rage voluntarily, but he is not fatigued afterward.

That's largely negotiable, but what do you think?
 

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The Will save is a good idea. As for the fatigued bit, I'm ok with going either way. Does anyone else have an opinion?
 

The Will save is a good idea. As for the fatigued bit, I'm ok with going either way. Does anyone else have an opinion?

I like the Will save and would cut the fatigued. This version of a Toon basically "bounces back" from negative conditions, so is probably immune to fatigue.

I also fancy increasing the benefits to an 11th level Barbarian's Greater Rage, since Mr Duck's almost at that level of HD.

Revising...

Rage (Ex): Donald Duck can be provoked into a berserk rage, attacking madly for X rounds. This acts like the barbarian's Greater Rage class feature, granting +6 Strength, +6 Constitution, +3 bonus to Will saves, and –2 AC. Donald Duck must succeed at a DC Y Will save to end his rage voluntarily, but he is not fatigued afterward.
 


I like the Will save and would cut the fatigued. This version of a Toon basically "bounces back" from negative conditions, so is probably immune to fatigue.
Agreed, I forgot we're taliking about a 'toon' rather than a 'regular' creature. :blush:

Regards
Mortis
 


Donald Duck Working Draft

Donald Duck
Medium Outsider (Native)
Hit Dice: 15d8+75 (142 hp)
Initiative: +4
Speed: 40 ft. (8 squares, base speed 30 ft. plus boots of striding and springing)
Armor Class: 27 (+4 Dex, +7 armour [+2 glamered shadow elven chain], +4 shield [+2 darkwood heavy shield], +2 natural), touch 14, flat-footed 23
Base Attack/Grapple: +15/+18
Attack: +1 vicious shock scimitar +20 melee (3d6+5+1d6 electrical/15-20) or repeating light crossbow +19 ranged (1d8/19-20)
Full Attack: +1 vicious shock scimitar +20/15/+10 melee (3d6+5+1d6 electrical/15-20) or repeating light crossbow +19/+14/+9 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Cartoon elasticity, regeneration 15, solipsistic levitation, unintelligible, vulnerability to universal solvent
Saves: Fort +16, Ref +15, Will +9 [includes +2 cloak of resistance]
Abilities: Str 17, Dex 18, Con 21, Int 9, Wis 6, Cha 13
Skills: Bluff +6, Balance +9**, Climb +6**, Handle Animal +8, Hide +12**, Intimidate +12, Jump +18**, Listen +11, Move Silently +9, Profession (Sailor) +10, Ride +10, Search +4, Sleight of Hand +9**, Spot +11, Survival +3* (+5 following tracks), Swim +8**, Tumble +13**, Use Rope +9
** includes adjustments for shadow elven chain and boots of striding and springing
Feats: Animal Affinity, Improved Critical (scimitar), Improved Sunder, Power Attack, Reckless Offense, Weapon Focus (scimitar)
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Equipment (see below)
Alignment: Chaotic neutral
Advancement: by character class
Level Adjustment:

An anthropomorphic duck, wearing a blue uniform and a white sailor's hat.

Donald duck is a toon. The toons are a bizarre form of being that resemble three-dimensional painting come alive, although they are as solid as a normal creature. They are apparently immortal and indestructible, at most any damage to them merely mangles their bodies temporarily before it springs back into its original shape. Toons feel hunger and enjoy the taste of food, but do not need to eat or breathe. A "hungry" toon can stay hungry indefinitely without weakening from starvation.

Donald is a footloose wanderer with a hair-trigger temper and a low boredom threshold. A sailor by trade, he's had many jobs, most of which ended in disaster due to his carelessness. He sometimes hires himself out as a mercenary fighter, guardsman, or monster hunter. Donald has three young nephews, "toon ducks" like himself.

Donald duck is 4 ft 10 inches tall and weighs 60 pounds.

Donald Duck speaks Common, but does so in such a garbled fashion he can be unintelligible (see below).

Combat
Donald fights aggressively against inferior opponents, but, like many a blowhard, he often shows timidity when facing a superior foe. If he feels too insulted or his nephews are injured, he flies into a berzerk rage, willing to attack anyone and anything.

Cartoon Elasticity (Ex): Donald Duck cannot be permanently killed, injured or transformed by any weapon or power, except for universal solvent (see vulnerability to universal solvent, below). If an attack inflicts a special condition on Donald (stunned, confused, paralysed, dead et cetera), the condition will affect him for a maximum of 1d10 rounds, after which Donald Duck fully recovers his abilities and health, even springing back to life if the attack killed him. Donald can also recover from any transformation effect, including those that would destroy his body. A petrified or disintegrated Donald Duck will only remain a statue or dust for 1d10 rounds before returning to his original form.

Rage (Ex): Donald Duck can be provoked into a berserk rage, attacking madly for 2d10 rounds. This acts like the barbarian's Greater Rage class feature, granting +6 Strength, +6 Constitution, +3 bonus to Will saves, and –2 AC. Donald Duck must succeed at a DC 20 Will save to end his rage voluntarily, but he is not fatigued afterward.

Regeneration (Ex): Donald duck regenerates at 15 hit points per round. If an attack severs a body part, he can reattach the part as a standard action. If donald duck can't recover a severed part, the lost part(s) will mysteriously vanish and reappear on his body 1d10 rounds after it was severed.

Donald duck only takes normal damage from universal solvent (see vulnerability to universal solvent, below).

Solipsistic Levitation (Su): If an accident or trap threatens Donald Duck with falling damage, Donald will only fall if he notices the drop with a DC 15 Spot check (he must attempt one of these Spot check per round). For example, if a pit trap opens beneath Donald Duck, or he walks off a cliff when in fog, Donald Duck will start "walking on air" as long as he fails his Spot checks.

Normally, Donald Duck will always fall if he deliberately jumps instead of merely slipping or falling. However, a "toon" such as Donald Duck may use the Autohypnosis or Concentration skill to convince itself it's walking on something solid, this requires a successful DC 20 skill check every round.

Unintelligible (Ex): Donald Duck speaks with a strange spitting, squawking voice. Any creature Donald talks to (except for another toon) must succeed at a DC 25 Sense Motive check to understand what he is saying. A comprehend languages or tongues spell overcomes this speech impediment, as does telepathy.

Vulnerability To Universal Solvent (Ex): Universal solvent damages Donald Duck almost as if it were acid. A thrown flask of universal solvent is treated as a ranged touch attack with a 10 ft. range increment. A direct hit by a flask of universal solvent does 2d4 points of damage to Donald Duck; if Donald is within 5 feet of the point where a flask hits he takes 1 point of damage from the splash. Donald Duck cannot regenerate damage caused by universal solvent, and can be killed permanently by this damage.

Skills: Donald Duck's webbed feet give him a +4 racial bonus on Swim checks.

Equipment: +1 vicious shock scimitar, +2 glamered shadow elven chain, +2 darkwood heavy shield, +2 cloak of resistance, rust bag of tricks, handy haversack, boots of striding & Springing, folding boat, repeating light crossbow, 128 gp.

+1 vicious shock scimitar
(18315 gp)

+2 glamered shadow elven chain (14600 gp)
+2 darkwood heavy shield (4257 gp)
+2 cloak of resistance (4000 gp)

rust bag of tricks (3000 gp)
handy haversack (2000 gp)
boots of striding & Springing (5500 gp)
folding boat (7200 gp)

Change: 128 gp
 
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We should probably change "toon" to Donald Duck as suggested, but I think this is looking pretty good. Let's put Unintelligibility in the flavor text, but I'm not sure it needs to be an ability (unless we want to force players to read lips or something).
 

Hit Dice: 10d8+40 (85 hp) [the original had 138 - needs more HD or much higher Con]
15 HD and Con 21 would give 142 hp

Skills: 7 skills at 13 [must include Profession (sailor)!]
Or at least a sailor suit as part of his equipment (Armor Bonus? heavy fortification?)

Advancement: by character class? (favored class sailor )
Bard surely with perform (sing) :p

Regards
Mortis
 
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