D&D 3E/3.5 Shrek Characters!

Knightfall

World of Kulan DM
Shrek (male Medium-sized ogre, Ftr3)
Medium Giant
Hit Dice:
4d8+15 plus 3d10+9 (64 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 16 (+2 Dex, +3 natural, +1 padded armor), touch 12, flat-footed 14
Base Attack/Grapple: +6/+10
Attack: Fist +11 melee (1d4+4/x2) or mug +6 melee (1d6+4/x2) or mug +4 ranged (1d6/x2)
Full Attack: Fist +11 melee (1d4+4/x2) or mug +6 melee (1d6+4/x2) or mug +4 ranged (1d6/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 12 (+1), Cha 11 (+0)
Skills: Climb +11, Handle Animal +3, Intimidate +3, Jump +7, Listen +8, Spot +8
Feats: Dodge, Improved Unarmed Strike, Lightning Reflexes, Toughness, Weapon Focus (unarmed strike)

Environment: Shrek’s swamp
Organization: Unique
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: +1

"Thank you, thank you very much. I'm here 'til Thursday. Try the veal."

The eponymous hero, who is an ogre, lives in a swamp and was, until befriending Donkey, a relative recluse and grumpy character. Although his background is something of a mystery, it is assumed that despite these traits, Shrek has always been an ogre of the non-hostile kind.

Shrek's life was turned upside down, when, after meeting Donkey, his home (a wooden shack constructed from a large hollowed-out tree trunk) and land (a rather muddy swamp) were invaded by many fairy-tale creatures who were relocated there by Lord Farquaad. In order to reclaim his land, Shrek agrees to embark upon a mission to rescue Princess Fiona, Farquaad's bride-to-be, from a dragon.

Shrek has expressed rather philosophical observations on the similarities between ogres and onions. He cooks a mean weed rat stew, and has a sense of humor that not all appreciate. His accent suggests Scottish descent.

Combat
Shrek boasts surprising agility for a creature of his girth. For example, he can effortlessly perform a one-handed handspring front-flip while carrying Donkey in the other hand.

Possessions: A wooden shack that contains a variety of things including earwax candles, several settings of dinnerware, and a table & chairs.
 
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Donkey (male awakened donkey, Brd3)
Medium Magical Beast (Augmented Animal)
Hit Dice: 4d10+4 plus 3d6+3 (44 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+6
Attack: Bite +6 melee (1d2)
Full Attack: Bite +6 melee (1d2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spells
Special Qualities: Bardic knowledge (+4), bardic music 3/day, darkvision 60 ft., low-light vision, scent, spells
Saves: Fort +6, Ref +9, Will +4
Abilities: Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 13 (+1)
Skills: Balance +8, Bluff +8, Concentration +6, Diplomacy +8, Hide +7, Intimidate +9, Listen +5, Perform (sing) +7, Spot +5
Feats: Endurance, Persuasive

Environment: Anywhere within 100 ft. of Shrek :)
Organization: Unique
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral good
Advancement: By character class
Level Adjustment: +1

“You might have seen a housefly, maybe even a superfly, but I bet you ain't never seen a donkey fly. Ha, ha.”

Little is known of Donkey's upbringing, or indeed of any of his life prior to his friendship with Shrek: owned by a somewhat unpleasant old lady, Donkey found his freedom after escaping while she was attempting to negotiate his handover to agents of Lord Farquaad.

Directly after meeting Shrek, Donkey became involved in the rescue of Princess Fiona from the Dragon, to whom he would later become attached. His support and friendship with Princess Fiona and Shrek are reckoned to have been instrumental in their subsequent relationship and marriage.

Marital difficulties with Dragon and a sense of adventure lead Donkey to accompany Shrek and Fiona to the Kingdom of Far, Far Away, where he struck up a sometimes-strained relationship with Puss in Boots. Upon helping ensure a happy ending, Donkey returned home with Shrek and Fiona, reconciling his differences with Dragon, and starting a family of half-donkey, half-dragon creatures. ("Look at my little mutant babies!", beamed Donkey, before realizing, "I gotta get a job...!")

Donkey is known to have a fear of rickety old bridges, enjoy parfaits, and be something of a hypochondriac. He is scrupulously honest, and enjoys singing. Some find him irritating, perhaps because they find his enthusiasm overarching. He does not have any toes, and is colorblind.

Combat
Donkey only bites an opponent when Shrek isn’t around and he has no way to escape.

Skills: Donkey has a +2 racial bonus on Balance checks.

Carrying Capacity: A light load for Donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. Donkey can drag 750 pounds.
 
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BTW, descriptions are from the Wikipedia!

I'm interested in getting everyone's opinion on what classes to give Princess Fiona! I'm thinking aristocrat/monk.

Plus, she would have the Shapechanger subtype, as per first movie. The question then is she an ogre that transforms into a human or a human that transforms into an ogre.

Either that or I just do her as an Medium-sized ogre.

KF72
 
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Shiza! Great thread KF! Lots of laughs and ensuing hilarity!


Knightfall1972 said:
I'm interested in getting everyone's opinion on what classes to give Princess Fiona! I'm thinking aristocrat/monk.
I think you hit the nail on the head here.


Knightfall1972 said:
Either that or I just do her as an Medium-sized ogre.
Keep it up to date with the new movie. Just go with plain old Ogre. ;)
 

Frukathka said:
Shiza! Great thread KF! Lots of laughs and ensuing hilarity!

I think you hit the nail on the head here.

Keep it up to date with the new movie. Just go with plain old Ogre. ;)

Since I made Shrek a medium-sized ogre, Fiona will ikely be too. They're not "large" enough in the movies to be considered Large in size. Anyway, I think I'll make her a 2nd level aristocrat and a 1st level monk. I haven't decided yet.

and if anyone want to join in and stat pu some of the other Shrek characters, go right ahead. The gingerbread man is obviously some sort of awaken construct. Can yo say cookie golem!?! :p

KF72
 



Gingerbread folk

Resurrecting the thread. Gingerbreadfolk-I didn't create Gingy, but if anyone like to, go right ahead. I was also considering to make a Variant Gingerbread folk race, the Dark Gingerbreadfolks.

Gingerbreadfolk
Dimunitive Construct, 1st-level Warrior
Hit Die: 1/2d10+1 (3 hp)
Initative: +2
Speed: 5 Feet
Armor Class: 12 (+2 Dex, +5 Natural, +1 Preserved/Shellacked, +4)
Base Attack Bonus/Grapple: +3/-5
Attack: Sling (ranged +5 1d2, Crit x2)
Full Attack: Sling (ranged +5 1d2, Crit x2)
Space/Reach: 0/0 feet
Special Attacks: -
Special Qualities: Gingerbread Traits, Construct Traits, Freeze
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 11, Dex 13, Con-, Int 10, Wis 9, Cha 8
Skills: +10 Hide, +6 Bluff, -4 Jump, +4 Sleight of Hand, +2 Wilderness Lore
Feats: Survival
Enviroment: Any
Organization: Solitary, Pair, Group (4-6), or Batch (12-16)
Treasure: Nonstandard (Candy, or other small baked goods)
Advancement: By Character Class
Level Adjustment: +2

Before Racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Gingerbreadfolk are usually created by the Muffin Man (Human,18th level Wizard). They speak their own language, Gingerspeach and Common. Gingerbreadfolk worship Mother Baker (see description, below).However,Gingerbreadfolk clerics cannot cast healing or inflict spells on other Gingerbreadfolk, instead casting Repair Damage or Mending spells.

Gingerbreadfolk are not proficient with any armor and cannot gain bonuses associated with armor. Instead, they are shellacked or otherwise preserved and hardened (AC Bonus +1, Hardness 4 HP).

Most Gingerbreadfolk adventures seek the secret of everlasting life, which they believe Elves or Santa Claus (or similar being) can grant them.

Gingerbreadfolk are out and about when no one is around or at least only when children (of any race) can see them. Any adult who believes in Santa, is considered Child-like, and therefore can see the Gingerbreadfolk move.

Special Qualities:
Gingerbread Traits-
*Resist Energy (Fire), DR/5
*Milk Vulnerabilty (EX):A gingerbreadfolk is affected normally by milk attacks, ie splash weapons.
*Awake Construct: Int, Wis and Cha are rolled using 3d6.



Construct Traits-
  • Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.
Freeze (EX)
A Gingerbreadfolk can hold itself so still it appears to be a normal cookie. An observer must succeed on a DC 20 Spot check to notice the Gingerbreadfolk is really alive.

Gingerbreadfolk as Characters:
*Dimunitive Size, Speed 5ft.
*+2 Dexterity, -2 Strength
*Gingerbread Traits, Construct Traits, Freeze (see above)
*+8 to Hide, +2 to Attack rolls, -8 on grapple checks
*+2 to attack bonus when using ranged weapons such as slings.
*Lifting and Carrying Capacity 3/4 to those of Fine Size
*+2 racial bonus on Bluff Checks when Dealing with adults of other races.
*Favored Class:Scout
*Automatic Languages:Common, Gingerspeach. Bonus Languages: Any (except secret lanuages, such as Druidic).

To Create: Same as Gingerbread Golem, plus the Awaken Construct spell.


Mother Baker (Greater Deity), AL N* Domains: Charm, Craft, Community, Creation, Gingerbread Portfolio: Gingerbreadfolk, community, creation, tradition. Symbol:Smiling Gingerbread face, infront of an orange sunburst.

*Clerics of Mother Baker can be N, LN or NG.
 

I think # 3 and # 8 are really too similar, but couldn't think of anything else. I'm still working on this, so if you have a better suggestion, please let me know!

Gingerbread Domain
Deities:Mother Baker
Granted Powers:Resist Energy (Fire) DR/5. If character has it, it increases to DR/10.

1.Delay Mold Same as Delay Disease, but delays Mold instead.
2.Aura Against Flame (Spell Compendium)
3.Dominate Gingerbreadfolk Same as Dominate Person
4.Cookie Crumble Same as Crumble (Spell Compendium), but it only effects cookies.
5.Lemund's Secure Shelter As Spell, but appears as Gingerbread House
6.Find the Cookie Path As Find the Path, but you follow a trail of cookie crumbs
7.Wall of Gingerbread As Wall of Stone
8.Control Cookies As Control Plants, effects all cookies
9.Summon Golem As spell, but Gingerbread Golem is only availble.
 

Mungo
Type: Large Construct
Hit Die: 8d10+30 (88 HP)
Initiative: -1
Speed: 30 FT (6 squares)
AC: 15 (-1 size, -1 Dex, +5 natural) Touch: 5 Flat-Footed: 15
Base Attack/Grapple: +5/+9
Attacks: Slam +5
Full Attack: 2 slams +5
Damage: 1d6+5
Face/Reach: 10 ft/ 10 ft
Special Attacks:Trample (DC 19)
Special Qualities: Construct Traits, Gingerbread Traits, dr 5/adamantine, Darkvision 60ft, immunity to magic, low-light vision, Freeze
Saves: Fort+5 Ref+2 Will+3
Abilities: Str 20 Dex 8 Con - Int - Wis 11 Cha 1
Skills: -
Feats: -
Climate/Terrain: Any
Organisation: Solitary or Gang (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 9-15 HD (Huge), 16-22 HD Gargantuan
LA: -

Stands 10ft tall, weights 600 lbs. Emits a gingerbread scent, which animals avoid. Can understand directions in common and can mimic simple words (such as a name). Originally Created by the Muffin Man (Human, 18th level Wizard).

Combat:
Freeze (EX)
A Gingerbread Golem can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the Gingerbread Golem is really alive.

Immunity to Magic (Ex)

A Gingerbread golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a Gingerbread golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Gingerbread golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Gingerbread golem golem gets no saving throw against attacks that deal electricity damage.


Gingerbread Traits-
*Milk Vulnerabilty (EX):A Gingerbread Golem is affected normally by milk attacks, ie splash weapons.
*Resist Energy (Fire) DR/5



Construct Traits-
  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.
Assembly: 1,000 gp worth of ingredients. DC 15 Craft (Pastries), or DC 15 Profession (Pastry Chef). CL 8, Craft Construct, Animate Objects, Find the Path, Geas/quest.
 
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