Eh, what the hell, I'll just stat up the Big Red Guy myself. It's a work in progress.
HellboyRace: "Mutant Human" (Demon)
Class Level: Brawler 16
Character Level: 11
Hit Points: 207 (10,9,6,7,4,5,6,6,4,7+5,4,6,5,6,4,2,5,6,4,4,6,4,6,4,6,6,2,6,4+12+36)
Armor Class: 10,
DR 10, 14 against bludgeoning attacks.
THAC0: 9
Saves: Eng 8 -1, P/D 5 +6 against poison and disease, Stun 6, Rad 7 +1
Alignment: Neutral (Chaotic Good in AD&D)
Attacks: 3/round +3 unarmed attacks, +4 to attack
Damage: 5d6 with left fist, 9d6+1d10 with the right.
Class abilities: Unarmed Combat: Hellboy inflicts a base of 2d6 points of damage with every unarmed strike.
Damage Reduction: Hellboy has a base damage reduction of 10.
Master‘s Degree in Dirty Fighting: Red likes to fight dirty and is damn proud of it.
Chokehold: As a skilled and experienced brawler Hellboy can start a choke or sleeperhold without penalty. In addition Red can decide if his victim must make a 4th save or die from suffocation.
Stunning Strike: Sixteen times per day Hellboy can make a single brutal strike against an opponent, inflicting normal damage and forcing a save vs. Paralysis. If the saving throw fails Hellboy's enemy is rendered stunned for one round per point of your Strength bonus or one round, which ever is greater. While stunned his enemy drops all held items, takes a +2 penalty to AC, loses all positive Dexterity related bonuses to AC and cannot fight or take other actions until no longer stunned. On the downside Hellboy can only make one stunning strike per three rounds.
Improved Trip: Hellboy is skilled enough at unarmed fighting that can more easily trip of otherwise unbalance an enemy. He adds a +1 bonus to all tripping attempts
Blind-Fighting: Hellboy has been fighting in dark back alleys so long that a silly little thing lack of sight doesn't hold him back. He suffers no melee penalties due to darkness, blindness or invisibility on the enemy's part.
Fighter Combat Options: Hellboy can make multiple attacks, smash, parry and disarm.
Strength: 18 (21 for levels) (+4 to melee attack and 3d6 to unarmed damage, +2d6 to melee weapon damage, maximum weight allowance: 600 lbs.)
Dexterity: 6 (-1 to missile attacks and initiative and +1 to armor class)
Constitution: 17 (20 for levels) (+2 on poison and disease saving throws and +1 on radiation saves)
Intelligence: 12 (13 for levels) (+5% to technology and two languages, English and Latin)
Willpower: 14
Charisma: 7 (+1 to reaction rolls, 3 retainers at morale 6 each)
Physical Mutations (if any)Natural Weapon (18): Stone red right fist inflicts 1d10 points of bludgeoning damage.
Increased Strength (16): With additional effort Hellboy can add +4d6 to melee damage, but only with his stone right fist.
Increased Constitution (18): Hellboy gains 36 bonus hit points and +4 to saves vs. Poison.
Redundant Organs (14): Hellboy only "dies" when reduced to -31 hit points.
Regenerative Capability (13): Hellboy recovers an extra three hit points per day with rest.
Reflective Epidermis (25)(fire): Hellboy suffers 35 fewer points of damage from fire attacks.
Reflective Epidermis (25)(elcetricity): Hellboy suffers 35 fewer points of damage from electrical attacks.
Skeletal Enhancement (16): Reduce bludgeoning or concussive damage by four points per attack.
Immortality: Hellboy cannot die from old age. "Death" from disease or injury results in a 2d6+2 week long coma.
Bizzare Appearance (Drawback): He's big, red, has a freaky stone fist and two ground down horns, Hellboy would stick out in a crowd.
Kit
Last edited by Agrippa on Wed Sep 28, 2011 4:20 am, edited 2 times in total.