| Post/Author/DateTime | Post |
|---|---|
| Prak, the Mad01-30-07, 04:07 AM | alright... I've wanted stitch as a character for awhile now, and a thread about swearing in the mature boards had me poking around wiki for curse words, which led to me deciding to see if anyone had put up a reference for what stitch says, no such luck, however, I did find an article outlining his powers, and finally decided to get around to stating him, unfortunately his strength is so high I don't think he's playable...(edit: I figured out a way to do his strength that isn't completely game breaking) anyway... Experiment 626, "Stitch" small aberration(chaotic, evil) HD: 5d8+70 (90 hp) Initiative: +12 Speed: 40', climb 40' Armour Class: 34 (+8 dex, +15 natural, +1 size) Base Attack/Grapple: +3/+0 Attack: 4 claws +11 melee(1d3+1) Full Attack: 4 claws +11 melee, bite +9 melee(1d4+2) Space/Reach: 5 ft./5 ft. Special Qualities: Four Arms, Fire Immunity, Darkvision 60 ft., Regeneration, DR 30/adamantium, Hyper-dense, Hyper-cogitation, Bouncy, Flexible Skeleton, Audio Amplification, Juggernaut, Detect Cousin Saves: Fort +2, Ref +9, Will +3 Abilities: Str 12, Dex 26, Con 12, Int 30, Wis 8, Cha 10 Skills: Balance +15, Climb +40, Escape Artist +16, Jump +14, Swim -29, Tumble +21 (69 points left over) Feats: Weapon Finesse, *need suggestions* Alignment: Chaotic Neutral at core, started CE, ended first movie CG Organization: Unique Four Arms: Stitch has four arms in his natural form. Alternately, he can absorb his lower two arms and use only two. Regeneration: All damage dealt to stitch is treated as subdual damage. There is no known method for killing him. Hyper-Dense: Stitch has a supernaturally high molecular density. Because of this he weighs 50 lbs. and is incapable of floating in water or pretty much any other substance, it's a wonder he doesn't sink on stone. This also means he cannot swim unless aided by floatation devices, which is reflected by a -30 racial penalty to swim checks. Finally, Stitch recieves bonus hit points for his hyper-dense structure, equal to 13 hit points per HD. Hyper-cogitation: Stitch can think faster than any thing. This allows him to take twice as many actions per turn as normal, and also allows him to learn skills with amazing speed and aptitude. The max ranks of all his skills are set as if he had three additional hd. In addition to this, he can pool skill points and spend them at any time. Stitch has an edetic memory. Finally, Stitch is proficient with any weapon or device that he can spend at least one round analyzing. Bouncy: When Stitch hits a surface, unless he makes a reflex save to grab hold(DC 25), he will bounce the 'opposite' direction half the distance by which he traveled, if he strikes another surface or has bounced straight up, he will bounce back half the second distance, or fall the entire second distance and bounce back up half said second distance, respectively. This continues until Stitch has either succeeded a reflex save and grabbed onto a surface, or his distance traveled would be less than one inch. Stitch's resilient body takes only half damage from such bouncing, while inflicting full damage to targets he strikes. Flexible Skeleton: Stitch is more flexible than a weasel, if a weasel can bend in a certain way, Stitch can do better. This allows Stitch to fit through spaces as small as 6 inches square, and gives him a +8 racial bonus to escape artist checks. Audio Replication: By touching an appendage to a sound producing object, Stitch can use the spell ghost sound as a spell like ability at will. Juggernaut: When stitch is moving objects, he is considered to have a strength of 63 for his carrying capacity and all related bits. Stitch is also considered a medium creature for most effects, just as if he had the powerful build ability. Detect Cousin: Stitch can detect other experiments created in the same lab as if using the detect evil spell. skills +28 racial bonus to climb checks, alright, this looks good for now, I've gotta catch some sleep, so let me know what you guys think, and I'll add more later today. |
| obrysii01-30-07, 12:00 PM | Regeneration: All damage dealt to stitch is treated as subdual damage. There is no known method for killing him. Nonlethal damage, you mean. "no known method" would be lore. This is the DM's stat block, and the DM DOES need to know how to kill it. Hyper-Dense: Stitch has a supernaturally high molecular density. Because of this he weighs 50 lbs. and is incapable of floating in water or pretty much any other substance, it's a wonder he doesn't sink on stone. This also means he cannot swim unless aided by floatation devices, which is reflected by a -30 racial penalty to swim checks. Finally, Stitch recieves bonus hit points for his hyper-dense structure, equal to 13 hit points per HD. Why 13? Hyper-cogitation: Stitch can perform mental calculations and considerations with greater speed than any thing that has been or is, both in the world of D&D and our world. I've no idea how this will affect game play, other than by saying all thinking can be done as a swift action. You can represent this as simply a high Int score, or if you really want it to be mechanical, you can say he can take two standard actions per round. Bouncy: When Stitch hits a surface, unless he makes a reflex save to grab hold(DC 25), he will bounce the 'opposite' direction half the distance by which he traveled, if he strikes another surface or has bounced straight up, he will bounce back half the second distance, or fall the entire second distance and bounce back up half said second distance, respectively. This continues until Stitch has either succeeded a reflex save and grabbed onto a surface, or his distance traveled would be less than one inch. Stitch's resilient body takes only half damage from such bouncing, while inflicting full damage to targets he strikes. This is awkward and weird. Flexible Skeleton: Stitch is more flexible than a weasel, if a weasel can bend in a certain way, Stitch can do better. This allows Stitch to fit through spaces as small as 6 inches square, and gives him a +8 racial bonus to escape artist checks. Audio Amplification: By touching an appendage to a sound producing object, and opening his mouth, Stitch can amplify the sound produced to ten times it's volume. The first is alright, if a bit weird. The wording is very strange and informal. What is a "sound producing object" ? What game affects does this amplification of sound provide? Juggernaut: When stitch is moving objects, he is considered to have a strength of 264 for his carrying capacity and all related bits. No. Just no. This is simply unrealistic in the extreme. Why 264? What's with the arbitrary number? |
| Prak, the Mad01-30-07, 12:20 PM | you haven't seen "Lilo and Stitch" have you? Nonlethal damage, you mean. "no known method" would be lore. This is the DM's stat block, and the DM DOES need to know how to kill it. ok thanks on the term correction, and there really is no way to kill stitch, afik, except for him to run out of energy(it happens in the movie, except the little girls love recharges him, or something... I hate disney for sh!t like that...) what precisely is the difference between subdual and nonlethal? I chose 13 bonus hp/hd because that's the number that puts him at 90 average hp when he has 5 hd. He needs 90 because in the movie he is only momentarily stunned by a fall of several thousnad feet, and 90 hp is what allows him to only be staggered after that kind of fall. the hyper-cogitation thing is difficult... Thinking faster than a supercomputer is harder to quantify, but he does figure out how to escape from captivity fairly interestingly, builds a model of San Francisco after only glancing at a postcard, memorizes a horror movie from one brief glimpse, learns to play guitar in just a few minutes, builds a bomb out of a doll and a roller-skate, and generally picks up quickly on what is happening around him. so how the hell would that get reflected? re:bouncy. yes, it is awkward and weird, but then, that's stitch, awkward and weird. he's also extremely bouncy, and that was the best thing I could think of to reflect it... I know the wording of flexible skeleton is strange and informal, I wasn't sure what it would do until after I started typing it up. Sound Producing Object is anything that makes noise, so yes, a bard could pick up stitch, press one of stitches appendages to his mouth and amplify his voice by ten times. It mostly just increases range, though sonic damage would likely be inhanced in some way... I didn't say how because 10x is way too much... and the 264 effectively strength score is what allows him to push or drag his hypothetical max load... Abilities Nearly indestructible, bulletproof, fireproof, the strength to lift 3000 times his own weight (estimated to equal about 150,000 lbs), super hearing, cogitation surpassing that of a supercomputer |
| Return of the Flumph01-30-07, 01:00 PM | Needs more damage with the claw attacks. |
| Prak, the Mad01-30-07, 01:51 PM | how much more? 1d3 is proper for small size, is it not? surely you agree he shouldn't have +127 to his attacks from strength... |
| abraham01-30-07, 08:24 PM | what about stiches "cousins"? |
| Prak, the Mad01-30-07, 11:42 PM | they may come in time, but I'm much more a fan of stitch than the majority of his cousins. |
| LivingShadow01-31-07, 02:46 PM | How 'bout his ability to alter his form. IE two arms as opposed to four |
| Prak, the Mad01-31-07, 11:55 PM | forgot to put it in.... |
| Prak, the Mad02-03-07, 02:45 AM | bump |
| Karn Dragonsbane02-03-07, 09:16 AM | Ah, no. Lifting three thousand times his own weight? That doesnīt take a strength of 264. Stitchīs density is merely a mechanic to make him unable to swim... At most he weighs 20 pounds. Second, 264 strength wouldnīt make him lift 150.000 pounds, but much more. Itīs x4 per every 10 above 10, so... 4^26 isnīt 3.000, you know, nor much less. Try next time to use your brain. Mechanics in weight capacity ARE exponential. |
| Gandrel02-03-07, 10:39 AM | Cool! I like it! In mechanical terms in think would treat his claw atacks as armed weapons prety much like the monk, so why would not you use the monk unarmed damage progression for small characters? It would made him a realy kill machine althought hardly playable. To make it playable i would sugest to use monster class.Feats like improved init.,weapon focus, weapon specialization( claw), alertness,combat expertise, multiweapon fighting, improved graple are welcome. I also sugest this: instant profession- Sticht is proficient with any weapon or device that he expend at least one round analyzing it. |
| Prak, the Mad02-05-07, 05:41 PM | Ah, no. Lifting three thousand times his own weight? That doesnīt take a strength of 264. Stitchīs density is merely a mechanic to make him unable to swim... At most he weighs 20 pounds. Second, 264 strength wouldnīt make him lift 150.000 pounds, but much more. Itīs x4 per every 10 above 10, so... 4^26 isnīt 3.000, you know, nor much less. Try next time to use your brain. Mechanics in weight capacity ARE exponential. again, the wiki said the theoretical limit to his strength is 150,000 lbs. and that he can lift 3000 times his weight, thus, by those specs, he weighs 50 pounds. and I did use my brain, and a calculator, and 264 is what I got, however, I'll calculate it out once again, just to make your pointed little head happy... my calculations went like so: 150,000/4=37,500/4=9375/4=2343.75/4=585.94, round up to 600. so 23+40=63... sound about right this time? I got it wrong, big deal, I may have stumbled into wrong math when I initially calculated 150,000 as a maximum push or drag, rather than lift over head, as it specifically says he can 'move' 3,000 times his own weight, so I guess I got my math wrong... thanks for the input Gandrel, I take it english isn't your first language? no offense meant, it's just a bit difficult to understand your post, I like the instant profession thing, I'll fold it into hyper-cogitation, and multi-weapon fighting makes sense for him, so I'll make that his second feat. As to claw damage, I think I'll just up it to 1d8, that makes sense for his damage, and isn't insanely powerful nor difficult to explain. |
| obrysii02-05-07, 07:39 PM | Or make it easier and say he is treated as a size category larger and give him the Natural Heavyweight feat. That should effectively quadrupedal his carrying capacity. |
| Prak, the Mad02-06-07, 01:57 AM | yes, but would it make it so he can carry an accurate weight? |
| obrysii02-06-07, 12:32 PM | It would reduce his effective strength score to a reasonable level. As well: you have to realize that the 150,000 pound weight lifting is flavor text, and flavor text does not need to be adjucated with one hundred percent accuracy for stats. |
| Prak, the Mad02-06-07, 01:55 PM | good point, but I've kinda resigned myself to the idea of never playing stitch in D&D, he works better in Palladium, so if I actually decide to play him, I'll do it in that system. as it is, I'm trying to get away from playing other-people's creations... |
| Darth Sephiroth02-06-07, 02:53 PM | For feats you could add the multi-weapon/two-weapon fighting feats, just state that he "has" both, but the usable ones change according to the number of lims he currently has. The Natural Heavyweight+Powerful Build combo would work for most of his abilities, perhaps a Greater Powerful Build where he's treated as Large or bigger for beneficial purposes like Powerful Build |
| Prak, the Mad02-06-07, 11:59 PM | o.O.... or I could stick to doing it the way I have it... after correcting the score... |
| Prak, the Mad02-08-07, 05:20 PM | bump. added a 'detect cousins' ability... which means, yes, I probably will work up some of his cousins... |
| Karn Dragonsbane02-10-07, 09:12 AM | You know what, giving it too many skill points wonīt help him seem smarter. Second, smart does not define Stitch. He isnīt as smart as heīs supposed to be... Jumba might be a genius, but heīs a bit too enthusiastic... How about just giving him "Jack of All Trades" as a bonus feat? It allows him to use all skills, even the ones which he has no ranks in. And if you want him to be uber-smart, you can give him a continuous +4 enhancement bonus to intelligence. WAIT! Thereīs a way to make him absorb his arms effectively! Grant him the supernatural ability to engage or disengage a Fuse Arms spell with personal range as a free action within his turn! And Iīll feel guilty for pointing you this, but some deities have a strange ability to think impossibly fast. Itīs represented as the ability to make a certain amount of Knowledge or Craft checks per round as free actions... thatīd allow Stitch, in conjunction with Int 30 and Jack of All Trades to basically design anything in a raw moment. If you want to keep him cool, grant him Skill Mastery with Knowledge and Craft (so that he can take 10 in stressful situations, and create a killing machine out of bricks during as someone charges towards him, by suceeding first on the knowledge check to design it and then on the craft check [despite the lack of tools, he still has a +8, which is a lot, if you think about it] to make it, both as a free action). |
| Prak, the Mad02-11-07, 12:45 AM | ...umm... help me figure out wording and such and I'll put it in... and actually, stitch is amazingly smart... he just doesn't really act it... he tends to prefer playing the fool, I think... anyway.. so, what? maybe up to 3 free craft/knowledge checks per turn? maybe: Hyper-cogitation: Stitch can think faster than any thing. This allows him to take twice as many actions per turn as normal, allows him to make up to three craft and/or knowledge checks as free actions per turn, grants him the skill mastery ability with any and all crafts and knowledges, jack of all trades as a bonus feat, and also allows him to learn skills with amazing speed and aptitude. The max ranks of all his skills are set as if he had three additional hd. In addition to this, he can pool skill points and spend them at any time. Stitch has an edetic memory. Finally, Stitch is proficient with any weapon or device that he can spend at least one round analyzing. |
| BoogieWoogie02-11-07, 04:32 AM | I LIKE STCH TOOOOOOOOOOOOOOOOOOOO! I WATCH IT!!!!!!!!!!! |
| Karn Dragonsbane02-12-07, 03:51 PM | Well, I suppose Iīll have to engage my less nice side. First of all, why donīt you add HD at a frickinī once and stop trying to twist the rules farther than necessary? Second. "Flexible skeleton" accomplishes nothing. Give him a +8 racial bonus and be with it, or make the skeleton do something! Third. Stitch doesnīt amplify the volume, he imitates it, just louder. Try adding "ghost sounds" to Stitch, as a supernatural ability. Fourth, the Constitution and Strength scores are LOW. Try to give him higher scores and tweak the rules less. Okay? Finally, you could decide what kills Stitch. Before I cast Circle of Death and be with it... |
| Prak, the Mad02-14-07, 01:45 PM | Well, I suppose Iīll have to engage my less nice side. why? First of all, why donīt you add HD at a frickinī once and stop trying to twist the rules farther than necessary? because I don't feel stitch should have more than 5 hd Second. "Flexible skeleton" accomplishes nothing. Give him a +8 racial bonus and be with it, or make the skeleton do something! k, I'll work on fixing that, it'll be a bit, because I want to try to think of something for it to do. --Edit: flexible skeleton does actually do something, it allows him to fit through small spaces, which isn't inherent in the escape artist skill, except for epic uses of it. It was 6 inches, but I'm going to change it to 3', as a medium character is allowed to fit through 6' holes with similar abilities. Third. Stitch doesnīt amplify the volume, he imitates it, just louder. Try adding "ghost sounds" to Stitch, as a supernatural ability. didn't know that... will fix Fourth, the Constitution and Strength scores are LOW. Try to give him higher scores and tweak the rules less. Okay? so what, you think he should just have a strength score of 63(or whatever it was I figured out)? and what should his con be? Finally, you could decide what kills Stitch. Before I cast Circle of Death and be with it... I'm open to suggestions... as to my tweaking the rules... there's nothing wrong with it when making a monster... I don't have to use the canned abilities in MM's glossary... |
| Insane Pixie02-14-07, 03:12 PM | Here's my two cents on Stitch. Other abilities I left out were done so because they would have no effect on battle. Eg, his amplification ability can make noises louder, but not loud enough to deafen. Stitch CR ?? Always CG Tiny aberration Init +8; Senses darkvision 120 ft., scent 60 ft.; Spot +16, Listen +16 ________________________________________ _________________________________ AC 26, touch 16, flat-footed 22; (+2 size, +4 Dex, +10 natural) hp 250 (20 HD); regeneration 10; DR 20/- Immune fire Fort +14, Ref +10, Will +15 ________________________________________ _________________________________ Spd 40 ft. (8 squares), climb 40 ft. Attack 4 claws +36 melee (1d6+19) and bite +31 melee (1d4+10) Space 2-1/2 ft.; Reach 5 ft. Base Atk +15; Grp +26 Atk Options Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack, throw anything ________________________________________ _________________________________ Abilities Str 49, Dex 19, Con 27, Int 19, Wis 17, Cha 6 Feats Awesome Blow (B), Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Initiative (B), Improved Trip, Power Attack Skills Balance +14, Climb +29, Escape Artist +11, Heal +12, Hide +15, Intimidate +15, Jump +29, Listen +16, Move Silently +15, Search +14, Spot +16, Survival +17, Tumble +7 ________________________________________ _________________________________ Regeneration Stitch is only vulnerable to water. He cannot swim, and due to the density of his body, sinks in any liquid. The effects of drowning deals lethal damage to Stitch. Throw Anything Stitch can lift and throw any non-attended object weighing up to 7400 lbs. The "thrown weapon" has a range increment of 200 feet and deals 1d6 crushing damage per 200 lbs. of the object's weight. Ok, here's the reserve breakdown of Stitch's Strength score. Light Load: 7456 lb. or less Medium Load: ~7457-14928 lb. Heavy Load: ~14928-22400 lb. This makes his maximum weight (dragging, x5 heavy load) 112000 lb. If we divide this by 3,000 (based on the figures given in the movie), this makes his weight 37.33 lb. Reasonable enough. (Going 1 point higher or lower in his strength made a huge difference, and these figures were the most logical. |
| Lerysh02-14-07, 11:09 PM | Just for comical effect (it is Stich we're talking about) I would add a movement mode of "Roll 80' " and an ability "While rolling Stitch recieves +10 on tumble checks." I would remove the bonus HP from hyper dense and just give him the 38 Con. It doesn't effect much more than HP and fort saves, and really, do you see Stich dying to poison? Or Neromantic effects? It'd probably raise his CR a little. I'd say muliattack should be a racial feat for him. Your attack entry is wrong, even with double actions an "attack" can only be 2 claws, and "Full attack" becomes 8 claw's and 2 bites with a double full attack action. That last option is rather scary for a 5 HD fluffball (of hyperdense matierial). Probably best if Hyper-cognition only gave an extra standard action, or even just an extra attack when using the full attack option (a-la Haste) |