04.08

My second set of D&D character stats based on old anime came from El Hazard, a fantasy from the same studio that did Tenchi Muyo!. -_- It was mostly famous in my group for the lesbian sidekick character who followed one of the women around, but she wasn’t powerful enough to be statted out. (For that matter, neither were the hero and heroine, shown in this image…)
It was pretty fun running 3.0 games with characters from all these anime. I always play combat pretty serious and hard, so it was pleasantly out-of-genre to have the heroes from so many shows running around getting eaten by dragons, melted by gelatinous cubes, paralyzed by carrion crawlers etc. In most media, there is always a chosen hero or group of heroes, but in RPGs (if you’re running them right) there is no one destined hero. Everyone is at risk of a bad fate at any time, based on the roll of the dice.
The trio of sorceresses/priestesses from El Hazard made a pretty good set of combat characters… my personal favorite was Miz, the water priestess, because of the water-themed spells. Why isn’t there “water” damage in D&D 4.0, anyway? It has to be “cold” damage, what the heck? -^- Personally I think there should be a whole array of obscure damage types… supernal, infernal, plant, fungal, water, air, impact, ballistic, etc.
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Miz
Origin: El Hazard
Race: Human
Gender: Female
Class/Level: Cleric 11
Deity: The Spirits of Water
Age: 29
Alignment: Neutral Good
STR: 11 (+0)
DEX: 13 (+1)
CON: 10 (+0)
INT: 11 (+0)
WIS: 17 (+3)
CHA: 16 (+3)
Hit Points: 55
AC: 15 (Base 10 + 3 Armor + 1 Dexterity +1 Dodge)
Initiative +1 (+1 Dexterity)
Movement: 30 feet
Items:
Bracers of Armor +3 The Ring of Water (gives her the permanent “Swim” and “Water Breathing” ability; allows her to cast “Create Water” at will)
Base Attack Bonus:
Melee: +8/+3 (+8 Base)
Ranged: +9/+4 (+8 Base + 1 Dexterity)
Weapons:
Unarmed
Total Attack Bonus: +8/+3
Damage: 1d3 subdual
Critical: 20/x2
Saving Throws:
Fortitude: +7 (+7 Base)
Reflex: +4 (+3 Base + 1 Dexterity)
Will: +10 (+7 Base + 3 Wisdom)
Skills:
Swim 24
Listen 16
Spot 16
Heal 12
Knowledge (Religion) 8
Jump 5
Search 5
Concentration 10
Diplomacy 8
Feats & Special Abilities:
Cleric Domains: Water, Knowledge
Knowledge Power: Casts Divination spells as if 12th level
Water Power: Can turn and destroy Fire creatures
Turn Undead 6 times/day
Dodge
Subdual Substitution
Sculpt Spell (+1 level)
Silent Spell
Still Spell
Cleric (Must choose spells at the beginning of each day)
Spell Difficulty: 3+level
Spells Per Day:
Level 0: 6 Level 1: 7 Level 2: 6
Level 3: 6 Level 4: 4 Level 5: 3
Level 6: 2
Preferred Spells:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Detect Secret Doors, Obscuring Mist, Bless Water, Shield of Faith, Divine Favor, Random Action, Sanctuary, Cure Light Wounds, Summon Monster 1, Endure Elements
Level 2: Create Spring, Sweet Water, Swim, Ice Blast, Ice Knife, Fog Cloud, Animate Water, Bo of Water, Persistence of the Waves, Detect Thoughts, Divine Zephyr, Calm Emotions, Augury, Find Traps, Cure Moderate Wounds, Summon Monster 2, Resist Elements
Level 3: Standing Wave, Water Breathing, Clairaudience/Clairvoyance, Create Food and Water, Water Walk, Remove Curse, Remove Disease, Remove Blindness/Deafness, Lesser Restoration, Cure Serious Wounds, Summon Monster 3, Protection from Elements, Quench
Level 4: Waterball, Control Water, Divination, Neutralize Poison, Restoration, Discern Lies, Cure Critical Wounds, Summon Monster 4
Level 5: Cloak of the Sea, Ice Storm, Summon Monster 5, Healing Circle, True Seeing, Break Enchantment, Commune, Raise Dead
Level 6: Master of the Rolling River, Cone of Cold, Find the Path, Heal, Summon Monster 6, Etherealness
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Afura Mann
Origin: El Hazard
Race: Human
Gender: Female
Class/Level: Cleric 11
Deity: The Spirits of the Air
Age: 18
Alignment: Neutral Good
STR: 11 (+0)
DEX: 13 (+1)
CON: 10 (+0)
INT: 16 (+3)
WIS: 19 (+4)
CHA: 14 (+2)
Hit Points: 55
AC: 15 (Base 10 + 3 Armor + 1 Dexterity +1 Dodge)
Initiative: +1 (+1 Dexterity)
Movement: 30 feet
Items:
Bracers of Armor +3
Lamp of the Winds (allows her to use the spells “Gust of Wind” and “Air Walk” at will)
Base Attack Bonus:
Melee: +8/+3 (+8 Base)
Ranged: +9/+4 (+8 Base + 1 Dexterity)
Weapons:
Unarmed
Total Attack Bonus: +8/+3
Damage: 1d3 subdual
Critical: 20/x2
Saving Throws:
Fortitude: +7 (+7 Base)
Reflex: +6 (+3 Base + 1 Dexterity +2 Lighting Reflexes)
Will: +11 (+7 Base + 4 Wisdom)
Skills:
Concentration 12
Knowledge (Arcana) 8
Knowledge (Religion) 8
Heal 12
Spot 6
Listen 6
Search 6
Jump 8
Diplomacy 8
Spellcraft 10
Feats & Special Abilities:
Cleric Domains: Air, Travel
Air Power: Can turn and destroy Earth creatures
Travel Power: Can use the spell “Freedom of Movement” 11 rounds a day
Turn Undead 5 times/day
Dodge
Mobility
Lightning Reflexes
Extend Spell (+1 level)
Sculpt Spell (+1 level)
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: 3
Level 6: 2
Spells Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Cure Light Wounds, Summon Monster 1, Expeditious Retreat, Protection from Evil, Sanctuary, Entropic Shield, Doom, Obscuring Mist, Hawkeye, Feather Fall, Endure Elements, Remove Fear
Level 2: Cure Moderate Wounds, Summon Monster 2, Wind Wall, Locate Object, Make Whole, Shatter, Silence, Speed of the Wind, Yari of Air, Levitate, Resist Elements, Owl’s Wisdom, Whispering Wind, Lesser Restoration
Level 3: Cure Serious Wounds, Summon Monster 3, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Lesser Restoration, Bestow Curse, Fly, Dispel Magic, Gaseous Form, Gust of Wind, Call Lightning, Magic Circle Against Evil
Level 4: Cure Critical Wounds, Summon Monster 4, Air Walk, Discern Lies, Spell Immunity, Dimension Door, Freedom of Movement, Imbue with Spell Ability, Neutralize Poison, Restoration, Dimensional Anchor
Level 5: Summon Monster 5, Healing Circle, Control Winds, Teleport, Big Sky, Ethereal Jaunt, Mark of Justice, Commune, Raise Dead
Level 6: Find the Path, Chain Lightning, Greater Call Lightning, Mass Fly, Wind Walk, Heal, Antilife Shell
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Shayla Shayla
Origin: El Hazard
Race: Human
Gender: Female
Class/Level: Cleric 11
Deity: The Spirits of Fire
Age: 19
Alignment: Chaotic Good
STR: 13 (+1)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 16 (+3)
Hit Points: 55
AC: 15 (Base 16 + 3 Armor + 2 Dexterity)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet
Items:
Bracers of Armor +3
Lamp of Fire (allows her to use the spell “Produce Flame” at will)
Base Attack Bonus:
Melee: +9/+4 (+8 Base +1 Strength)
Ranged: +10/+5 (+8 Base + 2 Dexterity)
Weapons:
Produce Flame (melee or ranged combat) Unarmed
Total Attack Bonus: +10 Total Attack Bonus: +9/+4
Damage: 1d4+5 Damage: 1d3+1 subdual
Critical: 20/x2 Critical: 20/x2
Saving Throws:
Fortitude: +8 (+7 Base, +1 Constitution)
Reflex: +8 (+3 Base + 2 Dexterity +2 Lighting Reflexes)
Will: +9 (+7 Base + 9 Wisdom)
Skills:
Concentration 12
Knowledge (Religion) 8
Heal 12
Spot 6
Listen 6
Jump 10
Climb 10
Intimidate 6
Spellcraft 10
Feats & Special Abilities:
Cleric Domains: Fire, Sun
Fire Power: Can turn and destroy Water creatures
Sun Power: Once per day, can destroy undead who would normally just be turned
Turn Undead 10 times/day
Lightning Reflexes
Improved Unarmed Strike
Extra Turning
Divine Vengeance (use Turn Undead to do +2d6 melee damage to undead for one round)
Divine Vigor (use Turn Undead to get Constitution +2 and speed +10 ft. for 3 mins.)
Cleric (Must choose spells at the beginning of each day)
Spell Difficulty: 2+level
Spells Per Day:
Level 0: 6 Level 1: 7 Level 2: 6
Level 3: 5 Level 4: 4 Level 5: 3
Level 6: 2
Spells Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Cure Light Wounds, Summon Monster 1, Endure Elements, Burning Hands, Protection from Evil, Fiery Eyes, Melt, Smoke Ladder, Faerie Fire, Bless
Level 2: Cure Moderate Wounds, Summon Monster 2, Resist Elements, Divine Flame, Heat Metal, Produce Flame, Cat’s Grace, Pyrotechnics, Flame Blade, Flaming Sphere, Body of the Sun
Level 3: Cure Serious Wounds, Summon Monster 3, Protection from Elements, Fly, Flame of Faith, Searing Light, Daylight, Continual Flame, Magic Circle Against Evil, Remove Disease, Remove Curse, Remove Blindness/Deafness, Animate Fire, Fire Wings
Level 4: Cure Critical Wounds, Summon Monster 4, Fire Shield, Wall of Fire, Divine Power, Flame Arrow, Restoration, Neutralize Poison
Level 5: Summon Monster 5, Healing Circle, Divine Agility, Flame Strike, Fire Breath, Circle of Flame, Raise Dead
Level 6: Heal, Fire Seeds, Summon Monster 6, Fires of Purity, Yakamo’s Anger, Energy Immunity (Fire only)
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Mr. Fujisawa
Origin: El Hazard
Race: Human
Gender: Male
Class/Level: Monk 6
Age: 31
Alignment: Lawful Good
STR: 32 (+11) (when drunk, STR 14 (+2))
DEX: 15 (+2)
CON: 16 (+3)
INT: 13 (+1)
WIS: 13 (+1)
CHA: 15 (+2)
Hit Points: 65
AC: 14 (+2 Dexterity +1 Wisdom +1 Monk)
Initiative: +2 (+2 Dexterity)
Movement: 50 feet
Items:
Amulet of Mighty Fists +1 (+1 on unarmed attack & damage)
Possibly some sake
Base Attack Bonus:
Melee: +15 (+4 Base +11 Strength)
Ranged: +6 (+4 Base + 2 Dexterity)
Weapons:
Fists (Unarmed) Flurry of Blows (Unarmed)
Total Attack Bonus: +16/+13 Total Attack Bonus: +14/+14/+11
Damage: 1d8+12 Damage: 1d8+12
Critical: 20/x2 Critical: 20/x2
Lightning Fists (Unarmed) Flying Kick (Unarmed Charging Attack)
Total Attack Bonus: +11/+11/+11/+8 Total Attack Bonus: +16 (+18 for charge)
Damage: 1d8+12 Damage: 2d8+24
Critical: 20/x2 Critical: 20/x2
Saving Throws:
Fortitude: +10 (+5 Base, +3 Constitution, +2 Great Fortitude)
Reflex: +7 (+5 Base + 2 Dexterity)
Will: +6 (+5 Base +1 Wisdom) (+8 vs. enchantments)
Skills:
Profession (Teaching) 10
Profession (Drinking) 10
Sense Motive 6
Tumble 8
Jump 20
Swim 20
Climb 20
Balance 6
Intimidate 6
Diplomacy 6
Heal 6
Search 8
Spot 8
Listen 8
Feats & Special Abilities:
Deflect Arrows
Throw Anything
Power Attack
Flying Kick
Lightning Fists
Stunning Attack (6x/day; Opponent must roll vs. DC 14 or is stunned for one round)
Evasion (takes no damage from some attacks on a successful Saving Throw)
Still Mind (+2 Saving Throw vs. enchantments)
Slow Fall (no damage from falls of 30’ or less)
Immune to all non-magical diseases
Special Weakness:
When he is drunk, his STR goes down to 14.




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