Anyone want to try and revise the One Piece characters? Maybe try to fit in Luffy's ability to stretch his limbs?
Roronoa Zoro
Zoro was a pirate hunter, who practised Two-Sword fighting as a kid, then went on to using 3 when he was trying to beat Kuina. I've included this when factoring the build.
Zoro uses 3 Katana, 2 in his hands, and 1 in his mouth. The easiest way to simulate this, is with Aberrant Arms from Dungeon Master's Guide II. While this gives an extra 2 arms, I'll only be using 1 extra for simplicity of the build. Although it may seem extremely crazy, that extra arm will be counted as being inside his mouth...
AA: Multiweapon Fighting
Human: Exotic Weapon Proficiency (bastard sword)
Aberrant Arms (LA +2) Human Fighter 8/Bloodhound 3/Ninja 6/? 1
Fighter 1:
-Endurance
-B: Two-Weapon Fighting
Fighter 2:
-B: Combat Expertise
Fighter 3:
-Run
Fighter 4:
-B: Dodge
Fighter 5:
Fighter 6:
-Track
-B: Mobility
Fighter 7:
Fighter 8:
-B: Spring Attack
Bloodhound 9: Mark (1), Swift Tracking
-Improved Multiweapon Fighting
Bloodhound 10: Nonlethal force, Ready and Waiting
Bloodhound 11: Bring 'em Back Alive, Tenacious Pursuit (+10 ft.)
Ninja 12: Ki Power, Sudden Strike +1d6, Trapfinding
-Greater Multiweapon Fighting
Ninja 13: Ghost step (invisible)
Ninja 14: Sudden Strike +2d6, Poison Use
Ninja 15: Sudden Strike +3d6
-Whirlwind Attack
Ninja 16: Acrobatics +2, Ki Dodge
Ninja 17: Sudden Strike +4d6, Speed Climb
BAB: +18/+3
Attacks: +14/+14/+14/+13/+13/+8/+8
And of course, it incoporates the majority of the feats he's been seen performing in the series. This includes running down the Merry Go's mast and attack, slicing people painfully and effectively without leaving a mark, and of course it gives him some versatiliy
Monkey D. Luffy
Here's a build for Luffy, though it's far from perfect. He can cast up to 4th level spells, which allows for things like Enlarge Person, Fly, Spider Climb, etc. to simulate a few of the tricks he uses, and Two-Weapon Fighting helps to simulate Gum-Gum Rapid Fire
Human -Combat Expertise
Ninja 1: Ki power, sudden strike +1d6, trapfinding
-Improved Unarmed Strike
Ninja 2: Ghost step (invisible)
Ninja 3: Sudden strike +2d6, poison use
-Quick Draw
Ninja 4: Great Leap
Sorcerer 5: Summon Familiar
Sorcerer 6:
-Improved Feint
Sorcerer 7:
Sorcerer 8:
Sorcerer 9:
-Enduring Life
Sorcerer 10:
Sorcerer 11:
Sorcerer 12:
-Weapon Finesse
Dread Pirate 13: Seamanship,Two-Weapon Fighting
Dread Pirate 14: Fearsome Reputation +2
Streetfighter 15: Always Ready +1, Streetwise
-Weapon Focus (unarmed strike)
Streetfighter 16: Stand tough 1/day
Streetfighter 17: Always Ready +2, Sneak Attack +1d6
Streetfighter 18: Stand tough 2/day
-Improved Two-Weapon Fighting
Streetfighter 19: Rally the Crew +1 (1/day) or Sneak Attack +1d6
Dread Pirate 20: Acrobatic Charge, Steady Stance
Sanji
And here's one for Sanji. I'm sure it could be better, but I'm not exactly buried under sourcebooks
Human - Two-Weapon Fighting
Fighter 1:
-Combat Expertise
B: Dodge
Fighter 2:
B: Mobility
Fighter 3:
-Improved Feint
Fighter 4:
B: Spring Attack
Fighter 5:
Fighter 6:
-Weapon Focus (unarmed strike)
B: Improved Two-Weapon Fighting
Fighter 7:
Fighter 8:
B: Improved Unarmed Strike
Tempest 9: Tempest Defense +1
-Weapon Specialization (unarmed strike)
Tempest 10: Ambidexterity (-3/-1)
Tempest 11: Tempest Defense +2, Two-Weapon Versatility
Tempest 12: Ambidexterity (-2/+0)
-Greater Weapon Focus (unarmed strike)
Tempest 13: Tempest Defense +3, Two-Weapon Spring Attack
Streetfighter 14: Always Ready +1, Streetwise
Exemplar 15: Skill Artistery, Skill Mastery
-Skill Focus (profession)
Exemplar 16: Lend Talent (one-half penalty)
Streetfighter 17: Stand Tough 1/day
Streetfighter 18: Always Ready +2, Sneak Attack +2d6
-Whirlwind Attack
Streetfighter 19: Stand Tough 2/day
Streetfighter 20: Always Ready +3, Uncanny Dodge
So, he's a superb Two-Weapon fighter using kicks (RP point only, there's no distinction between fists and feet in unarmed strike), and he's good at cooking to boot