Something out of this system, or a Gambler, or a necromancy focused maneuver user, or a paladin.
The Spellshaping system is allowed, though there are too many classes for me to look at individually yet. Gambler is allowed. Necromancy focused maneuver users are allowed. Aura!Paladin is allowed.
I am tentatively interested. I'm thinking of a Monk/Spirit Warrior. Possibly an Erg (from a campaign setting I never finished), although that's more of a whim.
Monk/Spirit Warrior strikes me as a lot of systems to deal with at once, but it's acceptable. Erg is allowed.
I'm not familiar with Munchkin d20, but I'm willing to take a look at it.
A little sad humor will be limited but Munchkin does some odd stuff. Some of it can be insanely broken, like the Munchkin Domain grants Fireball at the 1st level and Wish as a 7th level Spell (magic missile is ironically 9th), but my interests lay else where.
I'm not opposed to humor in its own right, exactly; what I'm concerned about is humor that disrupts other aspects of the game. It seems to me that a setting in which characters know they're in a game rapidly stops making much sense if it wasn't made with that sort of a premise in. If this was a fundamentally silly campaign, that wouldn't matter, but since it mostly isn't, I'd like to preserve it's ability to mostly not be.
Race: Half-Kender* Human
*: Half-kender is essentially meaningless. He is a very short human that claims he is half-kender when his height is pointed out.
I don't know exactly what a kender is, but it doesn't sound like I even need to, necessarily. Allowed
Abilities(?): Str 10, Dex 18, Con 10, Int 12, Wis 8, Cha 14 (will readjust to fit your strange odd rule later)
If you mean the houserule about effects based on one-half of an odd ability modifier, it's pretty minor; you almost certainly don't need to adjust your build based on it.
Class: Spellthief 2
Feats: Ammo Written in Pencil1, Magic Marker2, Marker Mayhem3, Juggle The Numbers4.
Skills: Anyx2, Bluff, Craft[weaponsmithing], Knowledge[adventure spoilers]5, Pose6, Search, Disable Device.
Spells: 0th Mage Hand, Least Wish (aka prestidigitation); 1st Cheat, Scholar's Touch; 2nd Heroics, Mirror Move.
1: DC 18 (28 if magical) to keep an arrow after being shot. The goal will be to stockpile 1~3 of every arrow possible, like +1 holy silver, +1 bane[fey] cold iron, +1 splitting, etc. since you can partially buy them for the ultimate in versatility.
2 & 3: Essentially adds wizard-like casting to the spelltheif class. Two spells of every spell level, no bonus & no changing spell choice. It'll nicely buff up the spellthief's weakness (in that is pretty much sucks).
4: I can swap spells cast, uses of a feat, damage, and 11ft pole numbers around, like instead of taking 4 damage four 11ft poles appear in my backpack. For a nice moderate power gain thanks to having such terrible spells (it'd be broken if I were a sorcerer), zero poles can be swapped to 0 spells cast today so for instance I can cast heroics twice in a single day rather than once-only. Technically says "once per session" on use but pbp don't have sessions, 1/encounter (I want to play with the poles too!) with a special 1/day limit on spells work?
2 is definitely okay. I can't picture the fluff on 1 and 4, but the mechanics are tentatively allowed.
5: Knowledge checks to spoil the planned adventure. Technically meaningless at level 2 if you decide everything is a "tough question" but if handled like bardic knowledge (PCs only use that to obtain exposition of the plot anyway) it works fine.
This represents the character being genre savvy, yes? Occasionally spoiling the planned adventure is likely to result in a less planned alternate adventure, which isn't a major problem for me; it sometimes happens with high knowledge checks or good guesses anyway. Allowed.
6: The DC is unnoted (10+hd?) and "-2 moral" doesn't say what it applies to (att/dmg/save/checks?), but every time I do something cool I can make a check and impose the penalty on nearby enemies.
For the sake of decisiveness, I'll rule that the DC is 10+HD and the penalty applies to attacks and checks, but not damage or saves.