
Bastard!! is another one of the most well-known D&D-esque fantasy manga/anime of the late ’80s and ’90s. It’s sort of a classic in that way, although actually, most of the references are limited to shamelessly copying artwork from D&D supplements such as “Ravenloft” (some of these swipes were altered in artist Kazushi Hagiwara’s redrawn “Complete Edition”, published later). Anyway, it is a series drenched in Western fantasy tropes… at least at first, later it veers off into an angels/demons/Kaballah plotline.
Random thoughts: (1) I loved Metamagic Feats in 3.x! ^^ (2) The Bastard!! monthly comic series from Viz included D&D stats for many of the spells used in the series, some of which were statted out as Epic level spells. (3) Initially I tried to balance all these characters at 13th level, but I made Dark Schneider a 14th level wizard just out of bias, because he is supposed to be incredibly powerful. His weakness of randomly transforming into a little boy makes up for it, I think.
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Ninja Master Gara
Origin: Bastard!!
Race: Human
Gender: Male
Class/Level: Fighter 2/Rogue 5/Ninja Spy 4
Age: About 32
Alignment: Neutral
STR: 18 (+4)
DEX: 17 (+3)
CON: 18 (+4)
INT: 13 (+1)
WIS: 11 (+0)
CHA: 10 (+0)
Hit Points: 75
AC: 17 (Base 10 +3 Armor +3 Dexterity +1 Dodge)
Initiative: +3 (+3 Dexterity)
Movement: 30 feet
Items:
Sword of Mystery (Keen Thundering Shock Longsword (Katana) +3)
Lots of Giant Shuriken
Ring of Regeneration (Heals 1 hit point/hour)
Spiked Leather Armor +1
Base Attack Bonus:
Melee: +12/+7 (+8 Base +4 Strength)
Ranged: +11/+6 (+8 Base +3 Dexterity)
Weapons:
Sword of Mystery Giant Shuriken
Total Attack Bonus: +15/+10 Total Attack Bonus: +11/+6
1d8+1d6+7 (3d8+2d6+14 on a critical hit) 1d10+4
Critical: 17-20/x2 Critical: 20/x2
Saving Throws:
Fortitude: +12 (+8 Base +4 Constitution)
Reflex: +11 (+8 Base +3 Dexterity)
Will: +5 (+5 Base)
Skills:
Tumble 22 Climb 28
Jump 28 Balance 18
Bluff 10 Disguise 7
Ride 10 Hide 12
Move Silently 12 Open Locks 8
Innuendo 8 Intimidate 8
Spot 6 Listen 6
Feats & Special Abilities:
Improved Evasion (takes no damage against certain attacks on a successful save; takes half damage on a failed save)
Uncanny Dodge (doesn’t lose DEX bonus to AC when “flat-footed”)
Exotic Weapon Proficiency (giant shuriken)
Exotic Weapon Proficiency (ninja-to)
Slow Fall (no damage from falls of 30’ or less)
Ki Breath (+4 on Constitution rolls to hold breath)
Acrobatics Bonus +10
Hide in Plain Sight Poison Use
Sneak Attack +4d6 Skill Focus (Bluff)
Dodge Mobility
Expertise Spring Attack
Whirlwind Attack Leadership (wyvern)
Really Special Ability:
Can use the spell “Mirror Image” once per day as an 11th level wizard
Follower:
Wyvern
STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9
Hit Points: 59, AC 17, Initiative: +1, Movement: 20 feet (fly 60 feet)
Base Attack Bonus: Sting +9 (1d6+4+poison; DC 17; initial & secondary 2d6 CON damage), Bite +4 (2d8+2), 2 Wings +4 (1d8+2); or 2 Claws +9 (1d6+4)
Saving Throws: Fortitude +7, Reflex +6, Will +6
Abilities: Improved Grab, Snatch, Scent, Alertness, Flyby Attack, Listen +13, Move Silently +9, Spot +13 (+16 during daylight)
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Abigail
Origin: Bastard!!
Race: Human
Gender: Male
Class/Level: Cleric 11
Deity: Anthrasax
Age: About 200
Alignment: Neutral Evil
STR: 14 (+2)
DEX: 10 (+0)
CON: 16 (+3)
INT: 18 (+4)
WIS: 20 (+5)
CHA: 11 (+0)
Hit Points: 70
AC: 19 (Base 10 + 9 Armor)
Initiative +0
Movement: 30 feet
Items:
Morning Star of Disruption +2 Hammer of Spell Storing +2
Unholy Symbol Full Plate Armor +1
Base Attack Bonus:
Melee: +10/+5 (+8 Base +2 Strength)
Ranged: +8/+3 (+8 Base)
Weapons:
Morning Star of Disruption +2
Total Attack Bonus: +12/+7
1d8+4 (undead must make Fortitude save vs. 14 or be destroyed)
Critical: 20/x2
Hammer of Spell Storing +2
Total Attack Bonus: +12/+7
1d8+4 (Current Stored Spell: Dispel Magic)
Critical: 20/x3
Saving Throws:
Fortitude: +10 (+7 Base +3 Constitution)
Reflex: +3 (+3 Base)
Will: +14 (+7 Base + 5 Wisdom +2 Iron Will)
Skills:
Knowledge (Religion) 18
Knowledge (Arcana) 18
Knowledge (The Planes) 18
Concentration 17
Spellcraft 18
Heal 10
Spot 8
Listen 8
Bluff 10
Diplomacy 10
Feats & Special Abilities:
Cleric Domains: Death, Magic
Death Power: Can use “death touch” once per day (touch opponent and roll 1d6+11; if it exceeds opponent’s current hit points, he/she dies)
Magic Power: Can use scrolls, wands, and similar devices as a 6th level wizard
Rebuke Undead 7 times/day
Extra Turning
Iron Will
Extend Spell (+1 level)
Enlarge Spell (+1 level)
Empower Spell (+2 levels)
Cleric (Must choose spells at the beginning of each day)
Spell Difficulty: 4+level
Spells Per Day:
Level 0: 6 Level 1: 7 Level 2: 6
Level 3: 6 Level 4: 5 Level 5: 4
Level 6: 2
Preferred Spells:
Level 0: Detect Magic, Detect Poison, Guidance, Light, Mending, Read Magic, Resistance
Level 1: Cause Fear, Nystul’s Undetectable Aura, Deathwatch, Shield of Faith, Bane, Curse Water, Command, Detect Undead, Doom, Invisibility to Undead
Level 2: Death Knell, Identify, Darkness, Bull’s Strength, Protection from Elements, Silence, Undetectable Alignment, Desecrate, Endurance, Gentle Repose, Hold Person, Summon Monster 2
Level 3: Animate Dead, Dispel Magic, Tool (Searing Light), Inflict Serious Wounds, Blindness/Deafness, Bestow Curse, Contagion, Continual Flame, Negative Energy Protection
Level 4: Death Ward, Imbue with Spell Ability, Sending, Lesser Planar Ally, Poison, Neutralize Poison, Restoration, Dismissal, Divine Power, Summon Monster 4
Level 5: Slay Living, Spell Resistance, Raise Dead, Righteous Might, Slay Living, True Seeing, Unhallow, Flame Strike, Summon Monster 5, Heretika (Circle of Doom)
Level 6: Create Undead, Antimagic Field, Antilife Shell, Blade Barrier, Harm, Forbidden (Forbiddance), Accused (Geas/Quest), Planar Ally, Summon Monster 6, Legend (Find the Path), Asp (Banishment)
Special Weakness:
Can’t convert regular spells into “cure” spells
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Arshes Nei
Origin: Bastard!!
Race: Half-Dark Elf
Gender: Female
Class/Level: Wizard 10/Fighter 1
Age: About 100
Alignment: Neutral
STR: 16 (+3)
DEX: 18 (+4)
CON: 15 (+2)
INT: 18 (+4)
WIS: 13 (+1)
CHA: 15 (+2)
Hit Points: 65
AC (Armored): 21 (Base 10 +8 Armor +3 Shield) (Spell failure 1-8 on d20)
AC (Unarmored w/Shield): 17 (Base 10 +4 Dexterity +3 Shield) (Spell failure 1 on d20)
AC (Unarmored): 14 (Base 10 +4 Dexterity)
Initiative +4 (+4 Dexterity)
Movement: 30 feet
Items:
Sword of Lightning (+3 Shock/Shocking Burst Longsword; Can become a Nue 1x/day)
Full Plate Armor (rarely wears when casting spells) Small Steel Shield +2 Spellbook
Base Attack Bonus:
Melee: +9/+4 (+6 Base +3 Strength)
Ranged: +10/+5 (+6 Base +4 Dexterity)
Weapons:
Sword of Lightning
Total Attack Bonus: +13/+8
1d8+1d6+6 (3d8+2d6+12 on a critical hit)
Critical: 19-20/x2
Saving Throws:
Fortitude: +8 (+5 Base +3 Constitution)
Reflex: +7 (+3 Base +4 Dexterity)
Will: +8 (+7 Base +1 Wisdom) (+10 vs. enchantments)
Skills:
Concentration 20 Spellcraft 18 Knowledge (Arcana) 15
Knowledge (The Planes) 15 Knowledge (History) 10 Listen 10
Spot 10 Search 10 Ride 10 Intimidate 8
Feats & Special Abilities:
Wizard Specialty (evocation) (Can’t use Enchantment or Illusion spells)
Weapon Focus (longsword) Leadership (Griffin)
Empower Spell (+2 levels) Persistent Spell (+4 levels)
Combat-Casting Mounted Combat Spell Focus (evocation)
Energy Substitution (Electricity) Immune to Sleep spells Low-Light Vision
Followers:
Robhal the Griffin
STR 18, DEX 15, CON 16, INT 5, WIS 13, CHA 8
Hit Points: 59, AC 17, Initiative: +2, Movement: 30 feet (fly 80 feet)
Base Attack Bonus: Bite +8 (2d6+4), 2 claws +3 (1d4+2)
Saving Throws: Fortitude +8, Reflex +7, Will +3
Abilities: Scent, Pounce, 2 Rake Attacks +8 (only during a Pounce; 1d6+2 damage), Jump +12, Listen +6, Spot +11 (+15 in daylight)
Arshes Nei doesn’t have a familiar.
Nue (Water creature with monkey’s head, tiger’s body, and snake’s tail)
(If the Nue is reduced to 0 hit points, it turns into the Sword. If it dies, the Sword is destroyed. The Nue can turn back into the Sword at will, but the Sword can only turn into the Nue once per day.)
STR 23, DEX 15, CON 17, INT 7, WIS 12, CHA 6
Hit Points: 77, AC 14, Initiative: +2, Movement: 40 feet walking, 90 feet swimming
Base Attack Bonus: 2 Claws +9 (1d8+6), Bite +4 (2d6+3)
Saving Throws: Fortitude +8, Reflex +7, Will +3
Abilities: Pounce, 2 Rake Attacks +9 (only during a Pounce; 1d8+3 damage), Balance +10, Hide +9 (+13 in water), Listen +3, Move Silently +13, Spot +3,
Elemental: Immune to Poison, Sleep, Paralysis and Stunning. Not subject to critical hits.
Damage Reduction 5/+1, Water Breathing, Darkvision 60’
Water Mastery (+1 bonus on attack & damage if both it and its opponent touch water. If either is landbound, it suffers a -4 penalty on attack & damage rolls.)
Drench (Puts out flames, acts as a dispel magic cast by a 6th level sorcerer against magical fires.)
Wizard (Must choose spells at the beginning of each day)
Spell Difficulty: 4+level (6+level for evocation spells)
Spells Per Day:
Level 0: 4 Level 1: 6 Level 2: 6
Level 3: 5 Level 4: 5 Level 5: 3
Spellbook:
Level 0: Resistance, Ray of Frost, Detect Poison, Flare, Light, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Shield, Mage Armor, Obscuring Mist, True Strike, Magic Missile, Cause Fear, Ray of Enfeeblement, Feather Fall, Jump, Burning Hands
Level 2: Flaming Sphere, Shatter, Bull’s Strength, Cat’s Grace, Endurance, Resist Elements, Scare, Darkvision, Eagle’s Splendor, Filter
Level 3: Raven (Fly), Balvolt’s Thunderous Blast (Lightning Bolt), Fireball, Sleet Storm, Vampiric Touch, Flame Arrow, Protection from Elements, Haste, Keen Edge, Slow
Level 4: Def Leppard (Minor Globe of Invulnerability), TNT (Shout), Ice Storm, Stoneskin, Otiluke’s Resilient Sphere, Fear, Dimension Door
Level 5: Helloween (Empowered Lightning Bolt), Tesla (Electric Cone of Cold), Cone of Cold, Rary’s Telepathic Bond, Cloudkill, Summon Monster 5, Telekinesis, Teleport
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Kall-Su
Origin: Bastard!!
Race: Human
Gender: Male
Class/Level: Wizard 6/Elemental Savant (Cold) 5
Age: About 30
Alignment: Neutral
STR: 16 (+3)
DEX: 15 (+2)
CON: 17 (+3)
INT: 20 (+5)
WIS: 16 (+3)
CHA: 18 (+4)
Hit Points: 60
AC: 14 (Base 10 +2 Armor +2 Dexterity)
Initiative +2 (+2 Dexterity)
Movement: 30 feet
Items:
Greatsword +3 Pearl of Power (Level 6)
Bracers of Armor +2 Wings of Flying
Crystal Ball Spellbook
Base Attack Bonus:
Melee: +8 (+5 Base +3 Strength)
Ranged: +7 (+5 Base +2 Dexterity)
Weapons:
Greatsword +3
Total Attack Bonus: +11
2d6+6
Critical: 19-20/x2
Saving Throws:
Fortitude: +6 (+3 Base +3 Constitution)
Reflex: +5 (+3 Base +2 Dexterity)
Will: +12 (+9 Base +3 Wisdom)
Skills:
Concentration 21
Spellcraft 19
Knowledge (Arcana) 15
Knowledge (The Planes) 18
Scry 16
Diplomacy 10
Intimidate 10
Spot 6
Listen 6
Ride 6
Feats & Special Abilities:
Wizard Specialty (evocation) (Can’t use Transmutation spells)
Weapon Proficiency (greatsword)
Spell Focus (evocation)
Maximize Spell (+3 levels)
Widen Spell (+3 levels)
Combat-Casting
Energy Substitution (Cold)
Immune to Sleep spells and Paralysis
Elemental Focus (Cold) +2
Elemental Penetration +1
Scribe Scroll
Cold Resistance 10
Darkvision 60’
Follower:
None. Kall-Su doesn’t have a familiar.
Wizard (Must choose spells at the beginning of each day)
Spell Difficulty: 5+level (7+level for evocation spells, 9+level for cold evocation spells)
Spells Per Day:
Level 0: 4 Level 1: 6 Level 2: 6
Level 3: 6 Level 4: 5 Level 5: 4
Level 6: 3
Spellbook:
Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Shield, Mage Armor, True Strike, Mount, Charm Person, Hypnotism, Chill Touch, Lesser Cold Orb, Summon Monster 1, Identify, Comprehend Languages, Silent Image, Negative Energy Ray, Magic Missile
Level 2: Ice Knife, Arcane Lock, Blur, Hypnotic Pattern, Invisibility, Mirror Image, Minor Image, Misdirection, Detect Thoughts, Fog Cloud, Resist Elements, Protection from Arrows, Arcane Sight, Summon Monster 2
Level 3: Balvolt’s Thunderous Blast (Lightning Bolt), Explosive Runes, Sleet Storm, Iceball (Cold Fireball), Ice Burst, Suggestion, Clairaudience/Clairvoyance, Phantom Steed, Summon Monster 3
Level 4: Ice Storm, Y&T (Cold Orb), Thanatos (Wall of Ice), Phantasmal Killer, Minor Globe of Invulnerability, Summon Monster 4, Scrying, Danzig (Chill Shield),
Level 5: Axxis (Cone of Cold), Ghostform, Energy Buffer, Mind Fog, Dominate Person, Feeblemind, False Vision, Contact Other Plane, Rary’s Telepathic Bond, Shadow Evocation, Cloudkill, Magic Jar
Level 6: Biscaya (Widened Cold Fireball), Cold Fog (Cold Acid Fog), Acid Fog, Testament (Cold Chain Lightning), Legend Lore, Analyze Dweomer, Mass Suggestion, Chain Lightning, Celtic Frost (Maximized Cold Lightning Bolt), Otiluke’s Freezing Sphere, Tankard (Maximized Cold Fireball)
Special Weakness:
Can’t use fire spells
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Dark Schneider
Origin: Bastard!!
Race: Human
Gender: Male
Class/Level: Wizard 14
Age: About 400
Alignment: Chaotic Evil
STR: 17 (+3)
DEX: 13 (+1)
CON: 19 (+4)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 18 (+4)
Hit Points: 80
AC: 11 (Base 10 +1 Dexterity)
Initiative +1 (+1 Dexterity)
Movement: 30 feet
Items:
Sword of Flames (+3 Flame/Flaming Burst Bastard Sword; Can become an Efreet 1x/day)
Ring of Regeneration (Heals 1 hit point/hour) Pearl of Power (Level 6) Spellbook
Base Attack Bonus:
Melee: +10/+5 (+7 Base +3 Strength)
Ranged: +8/+3 (+7 Base +1 Dexterity)
Weapons:
Sword of Flames
Total Attack Bonus: +13/+8
1d10+1d6+6 (3d10+2d6+12 on a critical hit)
Critical: 19-20/x2
Saving Throws:
Fortitude: +9 (+5 Base +4 Constitution)
Reflex: +7 (+5 Base +2 Dexterity)
Will: +13 (+9 Base +2 Wisdom +2 Iron Will)
Skills:
Concentration 22 Spellcraft 22 Knowledge (Arcana) 18
Knowledge (The Planes) 20 Knowledge (History) 18 Climb 8
Craft (golems & constructs) 20 Jump 8 Swim 8
Scry 10 Intimidate 12 Bluff 12
Feats & Special Abilities:
Wizard Specialty (evocation) (Can’t use Divination, Enchantment or Necromancy spells)
Weapon Proficiency (bastard sword) Spell Focus (evocation)
Greater Spell Focus (evocation) Energy Substitution (Fire) Energy Admixture (Acid)
Widen Spell (+3 levels) Empower Spell (+2 levels) Iron Will
Really Special Weakness:
Every round of a fight or other stressful situation Dark Schneider has a 1 in 6 change on his turn of transforming into Lucien Renlen, Level 1 Commoner (this counts as a move-equivalent action):
STR 6, DEX 12, CON 11, INT 6, WIS 8, CHA 12
Hit Points: 4, AC 10, Initiative +0, Movement: 30 feet, Base Attack Bonus: Unarmed +0 (1d3-2 subdual), Saving Throws: Fortitiude +3, Reflex +4, Will +2, Abilities: Profession (doing laundry) 4, Move Silently 4, Hide 4, Tumble 4, Diplomacy 3, Special Abilities: Evasion, +3 Luck on Saves
If Lucien dies, Dark Schneider dies too. He can be transformed back only by the kiss of a virgin.
Followers:
Dark Schneider doesn’t have a Familiar.
Efreet
(If the Efreet is reduced to 0 hit points, it turns into the Sword. If it dies, the Sword is destroyed. The Efreet can turn into the Sword at will, but the Sword can only turn into the Efreet once per day.)
STR 23, DEX 17, CON 14, INT 12, WIS 15, CHA 15
Hit Points: 65, AC 18, Initiative: +7, Movement: 20 feet walking, 40 feet flying
Base Attack Bonus: Slam +15/+10 (1d8+9+1d6 fire), Saving Throws: Fortitude +9, Reflex +10, Will +9, Abilities: Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12, Immune to Fire, Double Damage from Cold except on successful save, At Will: Produce Flame, Pyrotechnics, Telepathy
1x/day: Detect Magic, Enlarge, Gaseous Form, Invisibility, Permanent Image, Polymorph Self, Wall of Fire (as an 18th level sorcerer); Can’t grant wishes or plane shift; Heat aura (1d6 damage)
Wizard (Must choose spells at the beginning of each day)
Spell Difficulty: 5+level (9+level for evocation spells)
Spells Per Day:
Level 0: 4 Level 1: 6 Level 2: 6
Level 3: 6 Level 4: 6 Level 5: 6
Level 6: 4 Level 7: 2
Spellbook:
Level 0: Resistance, Ray of Frost, Flare, Light, Dancing Lights, Ghost Sound, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Iron Lightning Anthem (Magic Missile), Mage Armor, Unseen Servant, Burning Hands, Shocking Grasp, Ventriloquism
Level 2: Mace (Knock), Eagle’s Splendor, Resist Elements, Bull’s Strength, Blindness/Deafness, Flaming Sphere, Endurance, Levitate, Continual Flame, Daylight, Darkness, Glitterdust, Melf’s Acid Arrow
Level 3: Balvolt’s Thunderous Blast (Lightning Bolt), Raven (Fly), Major Image, Protection from Elements, Impellitteri’s Fireball (Fireball), Blink, Slow, Dispel Magic, Rainbow (Flame Arrow), Earthblast
Level 4: Guns ‘n’ Roses (Wall of Fire), Stoneskin, Minor Globe of Invulnerability, Voivod (Fire Orb), Electric Orb, Dimension Door, Fire Trap, Minor Creation, Exodus (Fire Shield), Summon Monster 4
Level 5: Fiery Power Blast of the Damned (Empowered Fireball), Passwall, Telekinesis, Cloudkill, Transmute Mud to Rock, Transmute Rock to Mud, Helloween (Empowered Lightning Bolt), Accused (Geas/Quest), Dream, Metal Skin, Sepulchura (Fire Cone of Cold), Summon Monster 5
Level 6: Riot (Chain Lightning), Napalm Death (Fire Chain Lightning), Contingency, Sodom (Fire Otiluke’s Freezing Sphere), Led Zeppelin (Disintegrate), Megadeath (Widened Fireball), Talas (Flesh to Stone), Stone to Flesh, Bigby’s Forceful Hand, Summon Monster 6
Level 7: Venom (Acid Admixed Fireball), Magnum (Delayed Blast Fireball), Vengeance (Acid Admixed Lightning Bolt), Prismatic Spray, Energy Immunity, Simulacrum, Drawmij’s Instant Summons, Phase Door, Bigby’s Grasping Hand, Judas Priest (Empowered Fire Cone of Cold), Reverse Gravity, Summon Monster 7
Special Weakness:
Can’t use cold spells