TheDruid20
13th of July, 2002, 04:40
Creating A Munchkin
"Munchkin" is a template that can be added to any
creature (referred to hereafter as the "base creature").
The creature's type becomes "Munchkin." It uses all the
base creature's statistics and special abilities except as
noted here.
Hit Dice: Increase to d12
Speed: Increased to 100ft.
AC: Natural Armor Improves by 10
Attacks: as base creature.
Damage: as base creature.
Special Attacks: as base creature.
Special Qualities: a Munchkin retains all special
qualities of the base creature, and gains the following
additional qualities.
Lucky I guessed its vulnerability! (Su): Once per
combat, the munchkin may open the Monster Manual to
the page of one of the monsters they are combatting
and learn all there is to know about it. This is due to the
munchkin's quasi-psionic nature.
NATURAL 20!!! (shields dice, looks around nervously) (Su):
Once per day, as a free action, the munchkin can
replace a single dice roll with a "natural" 20.This comes
about due to the munchkins affinity with fate, fate's relationship
with the cosmos, and lying.
Nuh-ah, because I've got like a plus fifty to AC!
(Ex): Once per day the munchkin may deflect any
Rincoming attack, by warrant of his ultimate coolness,
and immediately make a counter attack, at his or her
highest base attack bonus, as a free action.
Uhh, he's how big??? BYE NOW! (Su): A munchkin
may teleport, as per the dimension door spell, once per
round as a free action. As cast by a
20th level sorcerer.
NO WAY! I'm a wizard, w-i-z-a-r-d
for baators sake! (Su): On any spell
of his or her choosing. The munchkin
may totally ignore the recipient’s spell
resistance. The recipient also gets -
10 to their save against the spell, if
any. This, most likely, comes about
from being the progeny of several different
gods.
Course they stack!, I've read the
rules haven't I? (Su): The Munchkin
can make any bonuses stack with
any other bonuses regardless of how
un-related they may appear, for 1
minute per level per day.
Saves: The Munchkin’s saves are
all increased by 10 points.
Abilities: Increase from the base
creature to 18, unless the base creature's
ability is already higher. This
only happens in game.
Skills: The munchkin's skill ranks
all increase by 10, whilst in game,
and now gains skills at the rate of 8 +
int modifier points per level.
Feats: All feat prerequisites are
waived. Munchkins gain one feat for every two levels.
Climate/Terrain: As base creature.
Organization: As base creature.
Challenge Rating: As base creature + a quadzillion
Treasure: Whatever the munchkin wants.
Alignment: The opposite of whatever would cause a
negative effect on the munchkin. The munchkin may
have multiple alignments at any one time.
Advancement: As quick as the munchkin wants.
ECL: Regardless of their amazing powers, Munchkins do not have an ECL.
"Munchkin" is a template that can be added to any
creature (referred to hereafter as the "base creature").
The creature's type becomes "Munchkin." It uses all the
base creature's statistics and special abilities except as
noted here.
Hit Dice: Increase to d12
Speed: Increased to 100ft.
AC: Natural Armor Improves by 10
Attacks: as base creature.
Damage: as base creature.
Special Attacks: as base creature.
Special Qualities: a Munchkin retains all special
qualities of the base creature, and gains the following
additional qualities.
Lucky I guessed its vulnerability! (Su): Once per
combat, the munchkin may open the Monster Manual to
the page of one of the monsters they are combatting
and learn all there is to know about it. This is due to the
munchkin's quasi-psionic nature.
NATURAL 20!!! (shields dice, looks around nervously) (Su):
Once per day, as a free action, the munchkin can
replace a single dice roll with a "natural" 20.This comes
about due to the munchkins affinity with fate, fate's relationship
with the cosmos, and lying.
Nuh-ah, because I've got like a plus fifty to AC!
(Ex): Once per day the munchkin may deflect any
Rincoming attack, by warrant of his ultimate coolness,
and immediately make a counter attack, at his or her
highest base attack bonus, as a free action.
Uhh, he's how big??? BYE NOW! (Su): A munchkin
may teleport, as per the dimension door spell, once per
round as a free action. As cast by a
20th level sorcerer.
NO WAY! I'm a wizard, w-i-z-a-r-d
for baators sake! (Su): On any spell
of his or her choosing. The munchkin
may totally ignore the recipient’s spell
resistance. The recipient also gets -
10 to their save against the spell, if
any. This, most likely, comes about
from being the progeny of several different
gods.
Course they stack!, I've read the
rules haven't I? (Su): The Munchkin
can make any bonuses stack with
any other bonuses regardless of how
un-related they may appear, for 1
minute per level per day.
Saves: The Munchkin’s saves are
all increased by 10 points.
Abilities: Increase from the base
creature to 18, unless the base creature's
ability is already higher. This
only happens in game.
Skills: The munchkin's skill ranks
all increase by 10, whilst in game,
and now gains skills at the rate of 8 +
int modifier points per level.
Feats: All feat prerequisites are
waived. Munchkins gain one feat for every two levels.
Climate/Terrain: As base creature.
Organization: As base creature.
Challenge Rating: As base creature + a quadzillion
Treasure: Whatever the munchkin wants.
Alignment: The opposite of whatever would cause a
negative effect on the munchkin. The munchkin may
have multiple alignments at any one time.
Advancement: As quick as the munchkin wants.
ECL: Regardless of their amazing powers, Munchkins do not have an ECL.