2010
04.14


Another obscure old ’80s anime I statted out… why did I ever stat out Dragon Half? It must have been one of Phanes’ favorite anime or something… I do think the half-dragon template was pretty awesome in 3.0, and I wanted to include a character that used it.

Looking back at this old list of anime & manga character stats, I’m half inspired to go back to the character builder and make some stats for more recent anime/manga characters for Pathfinder or 4.0. Here’s a few series that jump into my mind as being worthy of adaptation, and appropriately fantasy-esque: Inuyasha, Fushigi Yugi, Bleach (not really appropriate since it’s set in the present day, but…), Naruto, Hoshin Engi, Tsubasa: Reservoir Chronicle, Saiyuki, and possibly Soul Eater. Actually, I could probably get even more players for one-shots at anime conventions if I included stats for the characters from Final Fantasy, etc. But where do you draw the line… should I stat out characters from Kingdom Hearts? Donald Duck vs. Guts from Berserk? @_@ Like the Capcom mixup fighting games, after a certain point it just becomes ridiculous. Realistically, anyone who wants to play a Kingdom Hearts character probably doesn’t want to play a gory, violence-crammed D&D game. But this is just a sign of the diversity of role-playing. It was fun coming up with all these stats, and I got some good D&D games at FanimeCon and Anime Expo out of it. Use them yourself if you like!

*********************

Mink
Origin: Dragon Half
Race: Half-Dragon
Gender: Female
Class: Fighter 8
Age: About 16
Alignment: Neutral

STR: 24 (+7)
DEX: 15 (+2)
CON: 18 (+3)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 14 (+2)

Hit Points: 80
AC: 21 (Base 10 +4 Natural +5 Armor +1 Dexterity +1 Dodge)
Initiative: +1 Dexterity
Movement: 30 feet walking or flying

Items:
Longsword +2
Scale Mail Bikini +1
Ring of Evasion

Base Attack Bonus:
Melee: +15/+10 (+8 Base +7 Strength)
Ranged: +9/+4 (+8 Base +1 Dexterity)

Weapons:
Longsword +2 Bite
Total Attack Bonus: +17/+12 Total Attack Bonus: +15/+10
1d8+9 1d6+7
Critical: 19-20/x2 Critical: 20/x2

Claw
Total Attack Bonus: +15/+10
1d4+7
Critical: 20/x2

Saving Throws:
Fortitude: +11 (+6 Base +3 Constitution +2 Great Fortitude)
Reflex: +7 (+3 Base +2 Dexterity +2 Lightning Reflexes)
Will: +2 (+3 Base –1 Wisdom)

Skills:
Jump 18
Climb 18
Swim 16
Knowledge (her favorite star, Dick Saucer) 14
Knowledge (Dragons) 14
Appraise 10

Feats:
Power Attack
Cleave
Great Cleave
Dodge
Mobility
Spring Attack
Great Fortitude
Lightning Reflexes

Special Half-Dragon Abilities:
Half-Red Dragon: Immune to Sleep, Fire and Paralysis
Can breathe a 30-foot cone of fire (DC 19; damage 6d10) once per day
Low-Light Vision & Darkvision 60’
Can Fly at 30’ movement (poor maneuverability)

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2010
04.13


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.

***********************

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)

***********************

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

***********************

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

***********************

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

***********************

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

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2010
04.12


Around the time that I was just getting into RPGs, some older anime fans said “Have you watched Slayers? It’s an anime about RPGs! I bet you would like it!” I have to admit I was not impressed. Even accepting the fact that it is a comedy, there are just too many jokes about food, and/or about the heroine’s breast size. I may be in the minority here, but I feel it is inappropriate to discuss female players’ anatomy except in an in-character context. Such things turn people away from gaming, and really, I find that most male gamers are able to concentrate on the game if their female fellows simply dress modestly, for instance covering the head with a wimple, chaperon or liripipe. As for the food jokes, as long as no gaming books or equipment are damaged, I am fine with food at the table.

Slayers is one of those anime where the heroes never lose and never even have to really worry about what they are facing. To me it’s boring, but the heroine is a good example of how the sorcerer class traditionally differs from the wizard — obviously Lina Inverse has a relatively low Intelligence, but her Charisma is pretty high, so *that* must be the source of her magical power! Her chutzpah and optimism is what fuels her magic! ^^ The “chimera” character has nothing to do with the Ancient-Greek-derived D&D chimera, being simply a ‘fusion creature’ in the medical sense of the term ‘chimera’… this is the way the term is most commonly used in Japan. (How did he end up being part golem, anyway?)

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Gourry Gabriev
Origin: Slayers
Race: Human
Gender: Male
Class/Level: Fighter 11
Age: About 18
Alignment: Neutral Good

STR: 19 (+4)
DEX: 14 (+2)
CON: 16 (+3)
INT: 6 (-2)
WIS: 7 (-2)
CHA: 16 (+3)

Hit Points: 90
AC: 21 (10 Base +8 Armor +2 Dexterity +1 Dodge)
Initiative: +2 (+2 Dexterity)
Movement: 20 feet (30 feet without splint mail)

Items:
“Sword of Light” (Flaming Sword +5)
Half-Plate Armor +1

Base Attack Bonus:
Melee: +15 (+11 Base +4 Strength)
Ranged: +13 (+11 Base +2 Dexterity)

Weapons:
“Sword of Light”
Total Attack Bonus: +21/+16/+11
1d8+1d6+11
Critical: 19-20/x2

Saving Throws:
Fortitude: +10 (+7 Base +3 Constitution)
Reflex: +7 (+3 Base + 2 Dexterity +2 Lightning Reflexes)
Will: +1 (+3 Base –2 Wisdom)

Skills:
Jump 10
Climb 10
Ride 6
Swim 6

Feats & Special Abilities:
Power Attack
Cleave
Great Cleave
Sunder
Improved Sunder
Lightning Reflexes
Weapon Focus (longsword)
Weapon Specialization (longsword)
Dodge
Mobility
Combat Reflexes

*************************

Naga the Serpent
Origin: Slayers
Race: Human
Gender: Female
Class/Level: Sorcerer 11
Age: About 17
Alignment: Neutral

STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)
INT: 13 (+1)
WIS: 8 (-1)
CHA: 16 (+3)

Hit Points: 45
AC: 13 (10 Base, +2 Dexterity, +1 Deflection)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet

Items:
Longsword +2
Robe of Resistance +2
Ring of Protection +1
Rod of Wonder (performs weird magic randomly; 30 charges)

Base Attack Bonus:
Melee: +5 (+5 Base)
Ranged: +7 (+5 Base +2 Dexterity)

Weapons:
Unarmed Longsword +2 (never uses her sword for personal reasons)
Total Attack Bonus +5 Total Attack Bonus: +7
1d3 subdual 1d8+2
Critical: 20/x2 Critical: 19-20/x2

Saving Throws:
Fortitude: +6 (+3 Base +1 Constitution +2 Robe of Resistance)
Reflex: +7 (+3 Base +2 Dexterity +2 Robe of Resistance)
Will: +8 (+7 Base –1 Wisdom +2 Robe of Resistance)

Skills:
Concentration 14
Spot 6
Listen 6
Spellcraft 8
Diplomacy 8
Alchemy 8
Swim 8
Jump 8
Profession (drinking) 10

Feats & Special Abilities:
Combat-Casting
Weapon Proficiency (longsword)
Energy Substitution (Sonic)
Energy Substitution (Cold)
Subdual Substitution

Sorcerer (Doesn’t have to choose spells in advance)
Spell Difficulty: 3+level
Spells Per Day:
Level 0: 6 Level 1: 7 Level 2: 7
Level 3: 7 Level 4: 6 Level 5: 4

Spells Known:
Level 0: Ghost Sound, Prestidigitation, Dancing Lights, Ray of Frost, Daze, Detect Magic, Resistance, Mage Hand, Light
Level 1: Mana Bolt (Magic Missile), Mage Armor, Unseen Servant, Tenser’s Floating Disc, Jump
Level 2: Levitate, Web, Invisibility, Cat’s Grace, Freeze Arrow (Cold Melf’s Acid Arrow), Melf’s Acid Arrow
Level 3: Rae Wings (Fly), Spiritual Earth (Earthblast), Frozen Bullet (Cold Earthblast), Spirit Split (Sonic Earthblast), Fireball, Water Blast (Cold Subdual Fireball), Summon Monster 3
Level 4: Demon Howl Wind (Sonic Ice Storm), Sea Cucumber Spin (Subdual Ice Storm), Ice Storm, Minor Creation, Summon Monster 4
Level 5: Major Creation, Summon Monster 5

*************************

Lina Inverse
Origin: Slayers
Race: Human
Gender: Female
Class/Level: Sorcerer 11
Age: 15
Alignment: Neutral

STR: 9 (-1)
DEX: 14 (+2)
CON: 14 (+2)
INT: 13 (+1)
WIS: 8 (-1)
CHA: 16 (+3)

Hit Points: 50
AC: 12 (10 Base, +2 Dexterity)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet

Items:
Dagger +2
Robe of Resistance +3
Bag of Holding
Potion of Cure Serious Wounds (heals 3d8+5 hit points)

Base Attack Bonus:
Melee: +4 (+5 Base -1 Strength)
Ranged: +7 (+5 Base +2 Dexterity)

Weapons:
Dagger +2
Total Attack Bonus: +6
1d4+2
Critical: 19-20/x2

Saving Throws:
Fortitude: +8 (+3 Base +2 Constitution +3 Robe of Resistance)
Reflex: +8 (+3 Base +2 Dexterity +3 Robe of Resistance)
Will: +9 (+7 Base –1 Wisdom +3 Robe of Resistance)

Skills:
Concentration 16
Spellcraft 10
Search 6
Spot 6
Listen 6
Knowledge (Arcana) 8
Knowledge (Thieves & Robbers) 10
Profession (dining out) 10

Feats & Special Abilities:
Empower Spell (+2 levels)
Enlarge Spell (+1 level)
Extra Slot (4th level)
Spell Focus (evocation)
Greater Spell Focus (evocation)

Sorcerer (Doesn’t have to choose spells in advance)
Spell Difficulty: 3+level (7+level for evocation spells)
Spells Per Day:
Level 0: 6 Level 1: 7 Level 2: 7
Level 3: 7 Level 4: 7 Level 5: 4

Spells Known:
Level 0: Flare, Daze, Dancing Lights, Open/Close, Light, Disrupt Undead, Detect Magic, Read Magic, Detect Poison
Level 1: Identify, Feather Fall, Magic Missile, Shield, Expeditious Retreat
Level 2: Levitate, Daylight, Flaming Sphere, Locate Object, Knock
Level 3: Rae Wings (Fly), Fireball, Dispel Magic, Protection from Elements
Level 4: Otiluke’s Resilient Sphere, Arcane Eye, Dare Brando (Fire Orb)
Level 5: Dragon Slave (Empowered Fireball), Wall of Force, Bigby’s Interposing Hand

*************************

Zelgadis Graywords
Origin: Slayers
Race: Chimera (Weird Demon-Elemental Crossbreed)
Gender: Male
Class/Level: Wizard 7/Fighter 1
Age: About 18
Alignment: Lawful Neutral

STR: 17 (+3)
DEX: 16 (+3)
CON: 13 (+1)
INT: 21 (+5)
WIS: 14 (+2)
CHA: 15 (+2)

Hit Points: 45
AC: 19 (10 Base, +5 Natural Armor, +3 Dexterity) (Can Raise to AC 23 with Expertise)
Initiative: +3 (+3 Dexterity)
Movement: 30 feet

Items:
Longsword +2
Two Pearls of Power (Levels 3 & 4)
Magical Scrying Mirror
Spellbook

Base Attack Bonus:
Melee: +7 (+4 Base +3 Strength)
Ranged: +7 (+4 Base +3 Dexterity)

Weapons:
Longsword +2
Total Attack Bonus: +10 (Can Lower to +6 with Expertise)
1d8+5
Critical: 19-20/x2

Claw Bite
Total Attack Bonus: +7 Total Attack Bonus: +7
1d6+3 1d4+3
Critical: 20/x2 Critical: 20/x2

Saving Throws:
Fortitude: +5 (+4 Base +1 Constitution)
Reflex: +5 (+2 Base +3 Dexterity)
Will: +7 (+5 Base +2 Wisdom)

Skills:
Alchemy 10 Concentration 11
Knowledge (Arcana) 14 Knowledge (The Planes) 14
Move Silently 8 Hide 8
Spot 12 Listen 12
Spellcraft 8 Sense Motive 5
Scry 14 Search 8

Feats:
Expertise
Scribe Scroll
Silent Spell (+1 level)
Still Spell (+1 level)
Weapon Focus (longsword)
Combat-Casting

Special “Chimera” Abilities:
Acid, Fire, Cold, Electricity Resistance 20
Ability Score Increases: STR+4, DEX +4, CON +2, INT +4, CHA +2
Claw Attack (1d6) and Bite Attack (1d4)
Natural Armor +5
Darkvision 60’
Immune to Poison

Followers:
Familiar (choose a bat, cat, hawk, owl, rat, raven, snake, toad or weasel)
Hit Points: 23
Intelligence: 9
Natural Armor +4, Empathic Link, Improved Evasion, Share Spells, Gives its master the Alertness feat, Speak with animals of its type

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2010
04.11


To be honest, I never saw Shamanic Princess, so I don’t know why I statted out a character from this obscure anime. -__-;; I just felt that the pregen characters needed a druid-type. My lack of enthusiasm about the character comes across in the general suckiness of her build.

Tiara
Origin: Shamanic Princess
Race: Human
Gender: Female
Class/Level: Shaman 8/Shifter 3
Deity: Nature
Age: About 16
Alignment: Neutral Good
Movement: 30 feet

STR: 12 (+1)
DEX: 13 (+1)
CON: 15 (+2)
INT: 13 (+1)
WIS: 16 (+3)
CHA: 14 (+2)

Hit Points: 75
AC: 13 (Base 10 + 2 Armor + 1 Dexterity)
Initiative +1 (+1 Dexterity)

Items:
Quarterstaff +2 Sling w/lots of stones Leather Armor

Base Attack Bonus:
Melee: +9/+4 (+8 Base +1 Strength)
Ranged: +9/+4 (+8 Base + 1 Dexterity)

Weapons:
Quarterstaff +2 Sling w/stones
Total Attack Bonus: +11/+6 Total Attack Bonus: +9/+4
1d6+3 (+1 Strength) 1d4
Critical: 20/x2 Critical: 20/x2

Saving Throws:
Fortitude: +8 (+5 Base + 1 Constitution + 2 Spirit’s Favor)
Reflex: +8 (+5 Base + 1 Dexterity + 2 Spirit’s Favor)
Will: +12 (+7 Base + 3 Wisdom +2 Spirit’s Favor)

Skills:
Spot 18
Listen 18
Animal Empathy 18
Wilderness Lore 15
Sense Motive 10
Swim 12
Intuit Direction 12
Spellcraft 8
Knowledge (Nature) 15
Concentration 16

Feats & Special Abilities:
Transform into any animal, plant, or humanoid between “Tiny” and “Large” size (5x/day)
Shamanic Domains: Nature, Hero
Hero Power: +8 to any one attack roll (once per day)
Nature Power: Turn or Command animals or plants (5x/day)
Improved Unarmed Strike
Spirit’s Favor (+2 saving throw bonus)
Turn Undead 5 times/day (as 6th level cleric)
Spirit Sight
Track
Alertness
Endurance
Extra Wild Shape
Fast Wild Shape
Natural Spell
Speaking Wild Shape

Followers:
Animal Companion (choose any animal of up to 22 Hit Dice. It follows Tiara around.)

Shaman (Must choose spells at the beginning of each day)
Spell Difficulty: 3+level
Spells Per Day:
Level 0: 6 Level 1: 6 Level 2: 5
Level 3: 5 Level 4: 3

Preferred Spells:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink
Level 1: Divine Favor, Trance, Cure Light Wounds, Speak with Animals, Calm Animals, Shield of Faith, Animal Friendship, Bless Water, Summon Nature’s Ally 1
Level 2: Commune with Lesser Spirit, Bull’s Strength, Animal Messenger, Ancestral Vengeance, Create Spring, Know Motivation, Protection from Spirits, Speak with Plants, Summon Nature’s Ally 2, Cure Moderate Wounds, Rebuke, Warning
Level 3: Protection from Elements, Possess Animal, Mental Strength, Prayer, Summon Nature’s Ally 3, Cure Serious Wounds, Detect Curse, Invisibility to Enemies, Remove Curse, Remove Disease, Lesser Restoration, Remove Blindness/Deafness
Level 4: Divine Power, Elemental Ward, Discern Shapechanger, Lesser Spirit Ally, Reincarnate, Polymorph Self, Remove Fatigue, Sustain, Summon Nature’s Ally 4, Cure Critical Wounds, Neutralize Poison, Holy Smite, Restoration

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2010
04.10


Now this character was fun to design. Berserk is one of the best fantasy manga out there — one of the few series which depicts its pseudo-Medieval setting as a world of decay, mud, blood and death as opposed to the comedy of things like Slayers and the high fantasy Tolkienism of Record of Lodoss War. The Frenzied Berserker from the 3.0 splatbooks was the perfect class. The manga is being published in English by Dark Horse.

**********************

Guts
Origin: Berserk
Race: Human
Gender: Male
Class/Level: Fighter 2/Barbarian 4/Frenzied Berserker 5
Age: About 24
Alignment: Neutral

STR: 20 (+5)
DEX: 15 (+2)
CON: 18 (+4)
INT: 13 (+1)
WIS: 13 (+1)
CHA: 9 (-1)

Hit Points: 105 (127 when enraged)
AC: 20 (10 Base +8 Armor +2 Dexterity) (18 when enraged) (16 when frenzied) (14 when enraged and frenzied)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet (40 feet without splint mail)

Items:
“Dragon Killer” (Keen Greatsword +2) Repeater Crossbow (in artificial arm)
3 Cannon Blasts (in artificial arm) Lots of Bolts (for Repeater Crossbow)
Splint Mail +2

Base Attack Bonus:
Melee: +16 (+11 Base +5 Strength)
Ranged: +13 (+11 Base +2 Dexterity)

Weapons:
“Dragon Killer” (regular) “Dragon Killer” (frenzied)
Total Attack Bonus: +18/+13/+8 Total Attack Bonus: +21/+21/+16/+11
2d6+7 2d6+10
Critical: 17-20/x2 Critical: 17-20/x2

“Dragon Killer” (enraged) “Dragon Killer” (enraged and frenzied)
Total Attack Bonus: +20/+15/+10 Total Attack Bonus: +23/+23/+18/+13
2d6+9 2d6+12
Critical: 17-20/x2 Critical: 17-20/x2

More Weapons:
Repeater Crossbow Hand Cannon (one of 3)
Total Attack Bonus: +13/+8/+3 Total Attack Bonus: +13 (must use full attack option)
1d8 10d6 damage to all creatures in 30 foot cone
Critical: 19-20/x2 No critical

Saving Throws:
Fortitude: +15 (+11 Base +4 Constitution)
Reflex: +4 (+2 Base + 2 Dexterity)
Will: +5 (+2 Base + 1 Wisdom +2 Iron Will) (+7 when enraged)

Skills:
Intimidate 11 Swim 6
Climb 15 Bluff 6
Ride 15 Jump 15
Tumble 10 Spot 8
Listen 8 Craft (prosthetic limbs) 10
Knowledge (The Planes) 8 Alchemy 6

Feats & Special Abilities:
Rage 4x/day for 9 rounds (STR +4, CON +4, Will +2 morale, AC –2)
Frenzy 3x/day for 5 rounds (7 if already enraged) (STR +6, Extra partial action, AC –4, takes 2 subdual damage each round)
Uncanny Dodge (doesn’t lose DEX bonus to AC when flat-footed)
Iron Will
Power Attack
Improved Power Attack
Cleave
Great Cleave
Supreme Cleave
Extra Rage
Destructive Rage (+8 to destroy objects while enraged)
Intimidating Rage (one target must make a Will save vs. 14 or suffer a –2 morale penalty)
Remain Conscious (doesn’t fall unconscious at 0 hit points)
Deathless Frenzy (can’t die while frenzied)
Detects Devils & Demons within 30 feet (scar on his neck trickles blood)

Special Weaknesses:
If injured, must make Will save (DC 10 + damage suffered) or frenzy.

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2010
04.09


Sorcerer Hunters is not a series that I like. :P It’s much too cheesy and silly and the heroes never suffer any real setbacks. Nevertheless, I statted out the heroes for my D&D 3.0 convention games, and not just because it was popular — the characters were so ridiculous they made for a good design challenge and lots of possibilities for chaos. Carrot, with his ability to transform into random monsters whenever he’s struck by magic, was fun to design. The Misu sisters, with their deadly whips which tie people up and drag them around and dismember things, were a little outside any of the 3.0 character classes, but I tried to wing it using the “Lasher” prestige class from the original 3.0 sourcebooks. (Actually, 4th edition with its advanced mobile combat rules would be much better for a class involving tying people up and moving them around the room… where is the 4.0 Chainmaster class? Maybe an online petition would help…)

Anyway — cheesy series, too many characters named after food, although I am impressed that MediaWorks made a licensing agreement with Liliana Cavani’s estate to base Tira Misu’s clothes (in the manga) on the Nazi fetish uniform from The Night Porter.

**********************

Marron Glace
Origin: Sorcerer Hunters
Race: Human
Gender: Male
Class/Level: Wu Jen (Eastern Wizard) 11
Age: About 18
Alignment: Lawful Neutral

STR: 12 (+1)
DEX: 15 (+2)
CON: 10 (+0)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 17 (+3)

Hit Points: 45
AC: 14 (Base 10 + 2 Deflection +2 Dexterity)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet

Items:
Ring of Protection +2
Four Pearls of Power (Levels 1, 2, 3, 6)
Spellbook

Base Attack Bonus:
Melee: +6 (+5 Base +1 Strength)
Ranged: +7 (+5 Base +2 Dexterity)

Weapons:
Unarmed
Total Attack Bonus: +6
1d3+1 subdual
Critical: 20/x2

Saving Throws:
Fortitude: +3 (+3 Base)
Reflex: +5 (+3 Base +2 Dexterity)
Will: +12 (+7 Base + 3 Wisdom +2 Iron Will)

Skills:
Concentration 18
Spellcraft 16
Alchemy 16
Diplomacy 10
Bluff 12
Sense Motive 10
Knowledge (Arcana) 10
Spot 14
Listen 14

Feats & Special Abilities:
Sudden Action (+4 initiative once per day)
Iron Will
Quicken Spell (+4 levels)
Delay Spell (+3 levels)
Repeat Spell (+3 levels)
Improved Unarmed Strike
Combat-Casting
Spell Secret x2: Can cast “Major Image” without any noise or movement
Spell Secret: “Improved Invisibility” lasts twice as long as normal

Special Weaknesses:
Taboo: Cannot cut his hair
Taboo: Cannot drink alcohol
Taboo: Cannot let anyone hurt his brother (Carrot Glace)
Taboo: Cannot succumb to anyone’s advances (Gateau Mocha)

Wu Jen (Eastern Wizard): (Must choose spells at the beginning of each day)
Spell Difficulty: 4+level
Spells Per Day:
Level 0: 4 Level 1: 6 Level 2: 6
Level 3: 6 Level 4: 4 Level 5: 2
Level 6: 2

Spellbook:
Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Secret Signs, Silent Image, True Strike, Comprehend Languages, Hold Portal, Magic Missile, Hypnotism, Iron Scarf, Magic Weapon, Elemental Burst, Endure Elements, Detect Evil, Summon Monster I
Level 2: Entangling Scarf, Protection from Arrows, Rain of Needles, Resist Elements, Hypnotic Pattern, Minor Image, Summon Monster II, See Invisibility, Lightning Blade
Level 3: Earthbolt, Fireball, Protection from Elements, Greater Magic Weapon, Keen Edge, Magnetism, Haste, Major Image, Dispel Magic, Summon Monster III
Level 4: Elemental Ward, Scrying, Dancing Blade, Rusting Grasp, Dragon Ice Storm (Ice Storm), Wall of Fire, Locate Creature, Improved Invisibility, Otiluke’s Dispelling Screen, Dismissal, Armor Words (Stoneskin), Heart Ripper, Summon Monster 4
Level 5: Metal Skin, Wall of Iron, Fire Breath, Persistent Image, Sword of Deception, Telekinesis, Hold Monster, Summon Monster 5
Level 6: Inferno of the Phoenix (Repeated Fireball), Globe of Invulnerability, Greater Dispelling, Programmed Image, Stone to Flesh, Flesh to Stone, Summon Monster 6

**********************

Carrot Glace
Origin: Sorcerer Hunters
Race: Human
Gender: Male
Class/Level: Fighter 4
Age: About 17
Alignment: Chaotic Neutral

STR: 12 (+1)
DEX: 15 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 7 (-2)
CHA: 12 (+1)

Hit Points: 45
AC: 13 (Base 10 +2 Dexterity +1 Dodge)
Initiative: +2 (+2 Dexterity)
Movement: 40 feet

Items:
Longsword +1

Base Attack Bonus:
Melee: +5 (+4 Base +1 Strength)
Ranged: +6 (+4 Base + 2 Dexterity)

Weapons:
Longsword +1
Total Attack Bonus: +6
1d8+2
Critical: 19-20/x2

Saving Throws:
Fortitude: +10 (+4 Base +2 Constitution +4 Luck)
Reflex: +8 (+2 Base +2 Dexterity +4 Luck)
Will: +3 (+1 Base -2 Wisdom +4 Luck)

Skills:
Hide 8 Move Silently 8
Escape Artist 8 Bluff 6
Climb 6 Swim 6
Jump 8 Innuendo 6

Feats & Special Abilities:
Unbelievable Luck (+4 on all Saving Throws) Toughness
Endurance Dodge Mobility Run

Really Special Ability:
When struck by harmful magic, takes no damage and changes into one of 12 types of monsters (roll d12). Carrot has separate hit points in each form. If hit with more harmful magic, he changes again. If knocked unconscious, subdued, or hit with a “Dispel Magic” in monster form, he reverts to his normal state and stays subdued. In all of them except “Centaur” and “Androsphinx” he has low Intelligence and acts like a monster. Except for the “Huge Fiendish Minotaur” and “Gargantuan Constrictor Snake” they all have regular statistics for their type, +4 on all Saving Throws due to Unbelievable Luck.

(1) Huge Fiendish Minotaur (with little wings)
STR 27, DEX 8, CON 22, INT 4, WIS 7, CHA 12
AC: 16, Hit Points: 80, Base Attack Bonus: Claw/Gore +14/+9 (1d8+8), Charge +14 (4d6+8), Cold & Fire Resistance 5, Damage Reduction 5/+1, Darkvision 60’, Movement 30 feet
Fortitude +14, Reflex +9, Will +7
(2) Chimera
(3) Centaur (still has his own personality)
(4) Displacer Beast
(5) Young Green Dragon
(6) Seven-Headed Hydra
(7) Girallon
(8) Hippogriff
(9) Androsphinx (still has his own personality; can’t use magic)
(10) Manticore
(11) Gargantuan Constrictor Snake
STR 33, DEX 17, CON 17, INT 1, WIS 12, CHA 2
AC: 17, Hit Points: 82, Base Attack Bonus: Bite +15 (1d8+14)
Improved Grab, Constrict 1d8+14 (while grabbing), Movement 40 feet
Fortitude +10,Reflex +10, Will +4
(12) Rust Monster

**********************

Chocolat Misu
Origin: Sorcerer Hunters
Race: Human
Gender: Female
Class/Level: Fighter 5/Lasher 6
Age: About 17
Alignment: Chaotic Neutral

STR: 16 (+3)
DEX: 19 (+4)
CON: 13 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 15 (+2)

Hit Points: 75
AC: 17 (Base 10 + 2 Armor +4 Dexterity +1 Dodge)
Initiative: +8 (+4 Dexterity +4 Improved Initiative)
Movement: 30 feet

Items:
Steel Wire +2
Fetish Gear +1
Lots of Throwing Knives

Base Attack Bonus:
Melee: +14 (+11 Base +3 Strength)
Ranged: +15 (+11 Base +4 Dexterity)

Weapons:
Steel Wire +2 Crack of Fate
Total Attack Bonus: +17/+12/+7 Total Attack Bonus: +15/+15/+11/+5
1d6+1d4+9 1d6+1d4+9
Critical: 19-20/x2 Critical: 19-20/x2

Throwing Knives
Total Attack Bonus: +15/+10/+5
1d6
Critical:19-20/x2

Saving Throws:
Fortitude: +6 (+5 Base +1 Constitution)
Reflex: +11 (+5 Base +4 Dexterity +2 Lightning Reflexes)
Will: +2 (+2 Base)

Skills:
Balance 16
Jump 16
Escape Artist 16
Intimidate 14
Hide 12
Sneak 12
Spot 5
Listen 5
Use Rope 16
Climb 12
Swim 8
Craft (Leatherworking) 2

Feats & Special Abilities:
Weapon Focus (wire)
Weapon Specialization (wire)
Improved Initiative
Improved Disarm
Improved Trip
Lightning Reflexes
Dodge
Mobility
Spring Attack
Dirty Fighting
Third Hand (can use her wire to pick up objects, grab things, etc.)
Whip Sneak Attack +2d6

**********************

Tira Misu
Origin: Sorcerer Hunters
Race: Human
Gender: Female
Class/Level: Fighter 5/Lasher 4/Cleric 2
Deity: Big Mama
Age: About 17
Alignment: Neutral

STR: 15 (+2)
DEX: 19 (+4)
CON: 13 (+1)
INT: 11 (+0)
WIS: 13 (+1)
CHA: 15 (+2)

Hit Points: 75
AC: 18 (Base 10 + 4 Armor + 4 Dexterity) (can raise to AC 24 with Expertise)
Initiative: +8 (+4 Dexterity +4 Improved Initiative)
Movement: 30 feet

Items:
Whip +2 Spool of Thread +2
Black Leather Dominatrix Gear +2

Base Attack Bonus:
Melee: +12 (+10 Base +2 Strength)
Ranged: +14 (+10 Base +4 Dexterity)

Weapons:
Whip/Spool of Thread +2
Total Attack Bonus: +15/+10 (can lower to +9/+4 with Expertise)
1d2+1d4+8
Critical: 19-20/x2

Crack of Fate
Total Attack Bonus: +13/+13/+8
1d2+1d4+8
Critical: 19-20/x2

Saving Throws:
Fortitude: +9 (+8 Base +1 Constitution)
Reflex: +11 (+5 Base +4 Dexterity +2 Lightning Reflexes)
Will: +6 (+5 Base +1 Wisdom)

Skills:
Balance 14
Jump 14
Escape Artist 14
Intimidate 12
Hide 10
Sneak 10
Spot 8
Listen 8
Use Rope 16
Climb 12
Swim 8
Craft (Leatherworking) 2
Heal 6

Feats & Special Abilities:
Cleric Domains: Luck, Healing
Luck Power: Once per day, can reroll one die roll
Healing Power: Casts all healing spells as if she were third level
Turn Undead 5 times/day
Weapon Focus (whip)
Weapon Specialization (whip)
Improved Critical (whip)
Improved Initiative
Improved Trip
Improved Disarm
Lightning Reflexes
Dirty Fighting
Expertise (ability to fight defensively)
Third Hand (can use her wire to pick up objects, grab things, etc.)
Whip Sneak Attack +1d6

Cleric (Must choose spells at the beginning of each day)
Spell Difficulty: 1+level
Spells Per Day:
Level 0: 4 Level 1: 4

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, Entropic Shield, Deathwatch, Doom, Bane, Bless, Cause Fear, Shield of Faith, Detect Evil, Endure Elements, Invisibility to Undead, Protection from Evil, Remove Fear, Bless Water

**********************

Gateau Mocha
Origin: Sorcerer Hunters
Race: Human
Gender: Male
Class/Level: Monk 11
Age: About 18
Alignment: Neutral

STR: 20 (+5)
DEX: 16 (+3)
CON: 17 (+3)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 15 (+2)

Hit Points: 80
AC: 15 (10 Base +2 Dexterity +1 Wisdom +2 Monk) (AC 19 when using Monk’s Belt)
Initiative: +3 (+3 Dexterity)
Movement: 60 feet

Items:
Monk’s Belt (one additional stunning attack, can use Haste 10 rounds per day)

Base Attack Bonus:
Melee: +13 (+8 Base +5 Strength)
Ranged: +11 (+8 Base +3 Dexterity)

Weapons:
Fists (Unarmed) Flurry of Blows (Unarmed)
Total Attack Bonus: +13/+10/+7 Total Attack Bonus: +11/+11/+7/+5
Damage: 1d10+5 Damage: 1d10+5
Critical: 20/x2 Critical: 20/x2

Flying Kick (Unarmed Charging Attack)
Total Attack Bonus: +13 (+15 for charge)
Damage: 2d10+10
Critical: 20/x2

Saving Throws:
Fortitude: +10 (+7 Base +3 Constitution)
Reflex: +10 (+7 Base +3 Dexterity)
Will: +8 (+7 Base + 1 Wisdom) (+10 vs. enchantments)

Skills:
Balance 15
Climb 18
Jump 19
Swim 18
Tumble 19
Move Silently 12
Hide 12
Profession (muscle development) 10

Feats & Special Abilities:
Stunning Attack (12x/day; Opponent must roll vs. DC 16 or is stunned for one round)
Improved Evasion (takes no damage against certain attacks on a successful save; takes half damage on a failed save)
Still Mind (+2 Saving Throw vs. enchantments)
Slow Fall (no damage from falls of 50’ or less)
Ki Strike: Fists count as a +1 magic weapon
Wholeness of Body (can cure up to 22 hit points of damage on himself each day)
Leap of the Clouds
Improved Trip
Power Attack
Cleave
Improved Grapple
Knock-Down (can roll to knock down opponents if he does 10 or more damage in one hit)
Flying Kick
Deflect Arrows
Immune to all non-magical diseases
Immune to all poison

Really Special Ability:
Spell Resistance 22 (Spellcasters must roll d20+their level vs. 22 to harm him with magic)

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2010
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.

********************

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

********************

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

********************

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)

********************

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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2010
04.07

487l
Awhile ago, when I was in late elementary school/junior high, I used to run D&D games at anime conventions. ^^ At the time in the early 2000s there was not much awareness of tabletop RPGs, and I didn’t like seeing so-called gaming rooms dominated by Yu-Gi-Oh! and Gothemon games, so I would go to cons and try to get people interested in playing “The Tomb of Horrors” or some other adventure that really screamed “role-playing”! (You could find the occasional game of BESM or something, but that was about it, and I am not a huge fan of BESM because it doesn’t lend itself to challenging gaming sessions.) Many were the moans and groans of failed “to hit” rolls and the screams of dead characters that echoed from those gaming rooms! \^0^/ For pregenerated characters for the games, I made stats for several then-popular anime series, and over the next few days I’ll be putting up all the characters I made at the time… mostly anime characters from the ’90s and early ’00s. (I received a lot of requests for adaptations of Square Enix game characters, but I didn’t make them. Maybe someday…)

The first and most obvious D&D transfers were the characters from Record of Lodoss War, Ryo Mizuno’s blatant D&D ripoff/homage which popularized roleplaying tropes in Japan in the 1980s. I statted out all six main characters: Deedlit, Parn, Ghim, Etoh, Woodchuck and Slayn. These were really easy transfers, although by their very generic-ness they weren’t the most fun to stat out. I’m sure someone else has done this, too, although I haven’t deigned to google it. For now, here is my first set of D&D 3.0 anime characters: the heroes of Record of Lodoss War!

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Slayn
Origin: Record of Lodoss War
Race: Human
Gender: Male
Class/Level: Wizard 11
Age: About 27
Alignment: Neutral Good

STR: 10 (+0)
DEX: 13 (+1)
CON: 11 (+0)
INT: 20 (+5)
WIS: 16 (+3)
CHA: 10 (+0)

Hit Points: 40
AC: 14 (Base 10 + 3 Deflection +1 Dexterity)
Initiative: +1 (+1 Dexterity)
Movement: 30 feet

Items:
Quarterstaff +2
Ring of Protection +3
Pearl of Power (5th level)
Spellbook

Base Attack Bonus:
Melee: +5 (+5 Base)
Ranged: +6 (+5 Base +1 Dexterity)

Weapons:
Quarterstaff +2
Total Attack Bonus: +7
Damage: 1d6+2
Critical: 20/x2

Saving Throws:
Fortitude: +3 (+3 Base)
Reflex: +4 (+3 Base + 1 Dexterity)
Will: +12 (+7 Base + 3 Wisdom +2 Iron Will)

Skills:
Concentration 18
Spellcraft 19
Knowledge (Arcana) 19
Knowledge (The Planes) 19
Alchemy 19
Search 10
Spot 12
Listen 12
Swim 5

Feats & Special Abilities:
Wizard Specialty: Transmutation (can’t use Conjuration spells)
Spell Focus (transmutation)
Spell Penetration
Scribe Scroll
Combat-Casting
Iron Will
Extend Spell (+1 level)
Sculpt Spell (+1 level)
Chain Spell (+3 levels)

Followers:
Familiar (choose a bat, cat, hawk, owl, rat, raven, snake, toad or weasel)
Hit Points: 23
Intelligence: 11
Natural Armor +6, Empathic Link, Improved Evasion, Share Spells, Speak with Similar Animals, Spell Resistance 16, Gives its master the Alertness feat
Wizard (Must choose spells at the beginning of each day)
Spell Difficulty: 5+level (7+level for transmutation spells)
Spells Per Day:
Level 0: 4 Level 1: 7 Level 2: 6
Level 3: 6 Level 4: 5 Level 5: 4
Level 6: 2

Spellbook:
Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Magic Missile, Feather Fall, Animate Rope, Unseen Servant, Tenser’s Floating Disk, Enlarge, Reduce, Jump, Spider Climb
Level 2: Knock, Darkvision, Alter Self, Resist Elements, Mirror Image, Protection from Arrows, Filter, Indifference, Fox’s Cunning, Rope Trick, Silence, Comprehend Languages, Detect Secret Doors
Level 3: Corpse Candle, Arcane Sight, Slow, Haste, Fireball, Leomund’s Tiny Hut, Shrink Item, Lightning Bolt, Fly, Hold Person
Level 4: Polymorph Self, Polymorph Other, Otiluke’s Dispelling Screen, Stoneskin, Minor Globe of Invulnerability, Dimension Door, Remove Curse, Rary’s Mnemonic Enhancer
Level 5: Passwall, Teleport, Fabricate, Transmute Rock to Mud, Transmute Mud to Rock, Stone Shape, Telekinesis, Contact Other Plane, Animal Growth
Level 6: Mass Haste, Antimagic Field, Legend Lore, Globe of Invulnerability, Disintegrate, Repulsion, Analyze Dweomer, Mordenkainen’s Lucubration, Stone to Flesh, Control Weather, Mislead

****************

Etoh
Origin: Record of Lodoss War
Race: Human
Gender: Male
Class/Level: Cleric 11
Deity: The Gods of Good
Age: About 21
Alignment: Lawful Good

STR: 13 (+1)
DEX: 10 (+0)
CON: 12 (+1)
INT: 13 (+1)
WIS: 18 (+4)
CHA: 13 (+1)

Hit Points: 65
AC: 17 (Base 10 + 7 Armor)
Initiative +0
Movement: 30 feet

Items:
Heavy Mace +2 Chainmail +2 Holy Symbol
6 Flasks Holy Water 6 Potions of Cure Serious Wounds (heals 3d8+5 hit points each)

Base Attack Bonus:
Melee: +9/+4 (+8 Base +1 Strength)
Ranged: +8/+3 (+8 Base)

Weapons:
Heavy Mace +2
Total Attack Bonus: +11/+6
1d8+2
Critical: 20/x2

Saving Throws:
Fortitude: +8 (+7 Base +1 Constitution)
Reflex: +3 (+3 Base)
Will: +11 (+7 Base + 4 Wisdom)

Skills:
Knowledge (Religion) 18
Knowledge (History) 10
Concentration 15 (11 Base +4 Combat-Casting)
Sense Motive 10
Heal 18
Spot 8
Listen 8
Diplomacy 10
Ride 6

Feats & Special Abilities:
Cleric Domains: Healing, Good
Healing Power: Casts Healing spells as if 12th level
Good Power: Casts Good spells as if 12th level
Turn Undead 8 times/day
Combat-Casting
Extra Turning
Divine Cleansing
Spell Penetration
Sacred 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: 3
Level 6: 2

Preferred Spells:
Level 0: Create Water, Cure Minor Wounds, Guidance, Light, Mending, Purify Food and Drink, Resistance, Virtue
Level 1: Protection from Evil, Cure Light Wounds, Bless, Bless Water, Deathwatch, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Entropic Shield, Invisibility to Undead, Magic Stone, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith
Level 2: Aid, Cure Moderate Wounds, Augury, Calm Emotions, Consecrate, Delay Poison, Endurance, Find Traps, Hold Person, Lesser Restoration, Remove Paralysis, Resist Elements, Shatter, Shield Other, Spiritual Weapon, Zone of Truth
Level 3: Magic Circle Against Evil, Cure Serious Wounds, Continual Flame, Create Food and Water, Daylight, Dispel Magic, Glyph of Warding, Magic Vestment, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead
Level 4: Holy Smite, Cure Critical Wounds, Control Water, Death Ward, Discern Lies, Dismissal, Divination, Divine Power, Greater Magic Weapon, Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Status, Summon Monster 4, Tongues
Level 5: Dispel Evil, Healing Circle, Atonement, Break Enchantment, Commune, Flame Strike, Hallow, Mark of Justice, Raise Dead, Righteous Might, Spell Resistance
Level 6: Heal, Blade Barrier, Banishment, Find the Path, Forbiddance, Greater Dispelling, Greater Glyph of Warding, Heroes’ Feast, Planar Ally, Word of Recall

****************

Ghim
Origin: Record of Lodoss War
Race: Dwarf
Gender: Male
Class/Level: Fighter 11
Age: About 100
Alignment: Neutral Good

STR: 18 (+4)
DEX: 11 (+0)
CON: 20 (+5)
INT: 13 (+1)
WIS: 14 (+2)
CHA: 9 (-1)

Hit Points: 100
AC: 24 (Base 10 +12 Armor +4 Shield) (Can raise to AC 30 with Expertise)
Initiative: +0
Movement: 20 feet

Items:
Greataxe +2
Full Plate Armor +2
Large Steel Shield +2

Base Attack Bonus:
Melee: +15/+10/+5 (+11 Base +4 Strength)
Ranged: +11/+6/+1 (+11 Base)

Weapons:
Greataxe +2
Total Attack Bonus: +18/+13/+8 (Can Lower to +12/+7/+2 with Expertise)
1d12+8
Critical: 19-20/x3

Saving Throws:
Fortitude: +14 (+7 Base +5 Constitution +2 Great Fortitude) (+16 vs. poison)
Reflex: +3 (+3 Base)
Will: +7 (+3 Base +2 Wisdom +2 Iron Will) (+9 vs. spells)

Skills:
Climb 12
Jump 12
Sense Motivate 6
Intimidate 6
Intuit Direction 8
Spot 10
Listen 6
Search 10
Disable Device 8
Craft (Metallurgy) 6 (+2 Dwarf)
Appraise 6 (+2 Dwarf)

Feats:
Power Attack
Cleave
Expertise
Improved Bull Rush
Weapon Focus (greataxe)
Weapon Specialization (greataxe)
Improved Critical (greataxe)
Great Fortitude
Endurance
Iron Will

Special Abilities:
Favored Enemy (+1 attack vs. orcs and goblins)
Dodge Giants (+4 dodge AC vs. giants)
Dwarven Stonecunning (+2 to examine stone)
Darkvision 60’

****************

Woodchuck
Origin: Record of Lodoss War
Race: Human
Gender: Male
Class/Level: Rogue 11
Age: About 30
Alignment: Neutral

STR: 12 (+1)
DEX: 17 (+3)
CON: 12 (+1)
INT: 17 (+3)
WIS: 10 (+0)
CHA: 8 (-1)

Hit Points: 55
AC: 16 (Base 10 +2 Armor +3 Dexterity +1 Dodge)
Initiative: +3 (+3 Dexterity)
Movement: 30 feet

Items:
Shortsword +2 Leather Armor Lots of Daggers
Thieves’ Tools Robe of Useful Items (contains one of each listed item)
Potion of Invisibility (one use)

Base Attack Bonus:
Melee: +9/+4 (+8 Base +1 Strength)
Ranged: +11/+6 (+8 Base +3 Dexterity)

Weapons:
Short Sword +2 Throwing Daggers
Total Attack Bonus: +11/+6 Total Attack Bonus: +11/+6
1d6+2 1d4
Critical: 19-20/x2 Critical: 19-20/x2

Saving Throws:
Fortitude: +4 (+3 Base +1 Constitution)
Reflex: +12 (+7 Base +3 Dexterity +2 Lightning Reflexes)
Will: +3 (+3 Base)

Skills:
Spot 16
Listen 16
Open Lock 17
Pick Pocket 17
Search 17
Disable Device 17
Move Silently 17
Open Locks 17
Hide 17
Tumble 12
Decipher Script 15
Balance 12
Sense Motive 10
Bluff 17
Appraise 17
Swim 12
Climb 17
Use Rope 17
Escape Artist 17
Gather Information 14
Use Magic Device 13

Feats:
Alertness
Dodge
Mobility
Combat Reflexes
Expert Tactitian
Lightning Reflexes

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 “flanked” or “flat-footed”)
Sneak Attack +6d6

****************

Deedlit
Origin: Record of Lodoss War
Race: Elf
Gender: Female
Class/Level: Ranger 6/Wizard 5
Age: About 275
Alignment: Neutral Good

STR: 11 (+0)
DEX: 20 (+5)
CON: 10 (+0)
INT: 15 (+2)
WIS: 14 (+2)
CHA: 18 (+4)

Hit Points: 55
AC: 17 (Base 10 + 2 Deflection + 5 Dexterity)
Initiative: +5 (+5 Dexterity)
Movement: 30 feet

Items:
Longsword +2 Longbow Lots of magic arrows +2
Ring of Protection +2 Spellbook

Base Attack Bonus:
Melee: +8/+3 (+8 Base)
Ranged: +13/+8 (+8 Base + 5 Dexterity)

Weapons:
Longsword +2 Longbow with magic arrows +2
Total Attack Bonus: +11/+6 Total Attack Bonus: +15/+10 (+1 within 30 feet)
Damage: 1d8+2 Damage: 1d8+2
Critical: 19-20/x2 Critical: 20/x3

Longbow with magic arrows +2 (Rapid Shot)
Total Attack Bonus: +13/+13/+8 (+1 within 30 feet)
Damage: 1d8+2
Critical: 20/x3

Saving Throws:
Fortitude: +6 (+6 Base)
Reflex: +10 (+3 Base + 5 Dexterity + 2 Lightning Reflexes)
Will: +8 (+6 Base + 2 Wisdom) (+10 vs. enchantments)

Skills:
Animal Empathy 13
Wilderness Lore 10
Knowledge (Arcana) 8
Swim 8
Jump 10
Handle Animal 12
Heal 8
Knowledge (Nature) 6
Ride 10
Spot 14
Listen 14
Search 13
Spellcraft 6
Concentration 12

Feats & Special Abilities:
Wizard Specialty: Enchantment (can’t use Transmutation spells)
Favored Enemy (+1 damage vs. orcs & dragons)
Low-Light Vision
Immune to Sleep Spells
Point Blank Shot
Precise Shot
Rapid Shot
Scribe Scroll
Weapon Focus (longsword)
Track
Lightning Reflexes

Followers:
Familiar (choose a bat, cat, hawk, owl, rat, raven, snake, toad or weasel)
Hit Points: 27
Intelligence: 8
Natural Armor +3, Empathic Link, Improved Evasion, Share Spells, Gives its master the Alertness feat

Wizard (Must choose spells at the beginning of each day)
Spell Difficulty (Wizard): 2+level
Spells Per Day (Wizard):
Level 0: 4 Level 1: 7 Level 2: 4
Level 3: 3

Wizard Spellbook:
Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1: Sleep, Magic Missile, Grease, True Strike, Charm Person, Color Spray, Detect Secret Doors, Comprehend Languages, Silent Image, Ventriloquism, Protection from Evil
Level 2: Daylight, Continual Flame, Glitterdust, Web, Flaming Sphere, See Invisibility, Web, Minor Image, Whispering Wind, Hypnotic Pattern, Melf’s Acid Arrow
Level 3: Fireball, Flame Arrow, Gust of Wind, Suggestion, Dispel Magic, Magic Circle Against Evil, Tongues, Invisibility Sphere

Ranger (Must choose spells at the beginning of each day)
Spell Difficulty (Ranger): 2+level
Spells Per Day (Ranger):
Level 1: 2

Ranger Spells Known:
Level 1: Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature’s Ally 1

****************

Parn
Origin: Record of Lodoss War
Race: Human
Gender: Male
Class/Level: Fighter 6/Paladin 5
Age: About 21
Alignment: Lawful Good

STR: 18 (+4)
DEX: 15 (+2)
CON: 15 (+2)
INT: 12 (+1)
WIS: 12 (+1)
CHA:16 (+3)

Hit Points: 85
AC: 21 (Base 10 +8 Armor +3 Shield) (Can raise to AC 27 with Expertise)
Initiative: +2 (+2 Dexterity)
Movement: 30 feet

Items:
Longsword +3
Half-Plate Armor +1
Large Steel Shield +1

Base Attack Bonus:
Melee: +15/+10/+5 (+11 Base +4 Strength)
Ranged: +13/+8/+3 (+11 Base +2 Dexterity)

Weapons:
Longsword +3
Total Attack Bonus: +19/+14/+9
1d8+9
Critical: 19-20/x2

Saving Throws:
Fortitude: +14 (+9 Base +2 Constitution +3 Paladin)
Reflex: +8 (+3 Base +2 Dexterity +3 Paladin)
Will: +7 (+3 Base +1 Wisdom +3 Paladin)

Skills:
Climb 12
Jump 12
Ride 17
Diplomacy 17
Sense Motive 12
Spot 6
Listen 6
Knowledge (Religion) 6
Heal 10

Feats:
Weapon Focus (longsword)
Weapon Specialization (longsword)
Expertise
Improved Disarm
Combat Reflexes
Power Attack
Cleave
Great Cleave
Extra Smiting

Special Abilities:
Smite Evil 2x/day (+3 to hit, +5 damage)
Lay on Hands (heal up to 15 points of damage on anyone per day)
Aura of Courage (immune to fear; allies within 10 feet get +4 vs. fear)
Immune to All Diseases
Divine Grace (+3 on saving throws)
Detect Evil at will
Remove Disease once per week
Turn Undead 6 times/day (as a 3rd level cleric)

Follower:
Heavy Warhorse
STR 19, DEX 13, CON 17, INT 6, WIS 13, CHA 6
Hit Points: 55, AC 18 (Chain Shirt Barding), Initiative: +1, Movement: 50 feet
Attacks: 2 Hooves +6 (1d6+4 damage), Bite +1 (1d4+2 damage)
Shared Saving Throws: Fortitude +14, Reflex +8, Will +7
Abilities: Improved Evasion, Share Spells, Empathic Link, Listen +7, Spot +7, Scent

Paladin (Must choose spells at the beginning of each day)
Spell Difficulty: 1+level
Spells Per Day (Paladin):
Level 1: 1

Paladin Spells Known:
Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Evil, Read Magic, Resistance, Virtue

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2010
03.26

MAPS & MINIATURES & OTHER EQUIPMENT
* Some people hate using maps and miniatures in roleplaying games, thinking that it weakens the imagination. I appreciate their desire to create a solely book-based RPG, one suitable for a nomadic gamer, but I think they’re missing the point. Maps and miniatures help establish a space and create the illusion that the game exists in a real place, in a separate world. In that way, using a map is not much different from playing a top-down CRPG as opposed to a first-person CRPG. If you were running a LARP, it’d be better to run it in an actual dungeon instead of the rec room of the Boys & Girls Club, right? It is true that the word of the DM is all that you really need in theory, but in practice, visual aids are ESSENTIAL! ^_^
* Remember to arrange your gaming table so you can get to all the info you need! Many DMs without eidetic memories have trouble keeping track of everything in the game. -_- If you don’t have perfect recall, you’ll need some way to keep track of all the little things which are invented in the course of play and MUST be remembered if your campaign world is to be inernally consistent. Most DMs use written notes and Dungeon Master’s Screens, but there also digital devices such as Kindles and laptops. From a mechanical level, it may be possible to construct some kind of rigging which allows multiple notepads and roleplaying books to be attached to the DM’s arms and shoulders, keeping them always within view. The back of the hand is a relatively unused part of the body, and would be a great place to strap an iPhone or a small whiteboard. Lastly, don’t ever forget the value of magnetic paint, which is even safe on the body in small quantities.
* There are a couple of ways to make maps for fights (and other stuff) in D&D:
(1) Draw them out yourself. This is time-consuming, but is the best way to bring a personal touch to your creation.
(2) Make them on a computer and print them out. But, you will have to print them out in pieces, and it can be a pain to put together the pieces (with tape or whatever). This can work well though.
(3) Use ‘dungeon tiles’ or a map that comes with a premade adventure. This is the fastest way, but it can also be expensive.
(4) Use an eraseable, reuseable matboard like one of these Chessex mats with 1-inch squares. It can be a pain erasing and redrawing on the mat over and over, so I like to spread some kind of thin see-through artists’ paper on the mat (I don’t know a particular brand name) and draw on that instead; that way you can prepare maps in advance, and when you want to switch to a new map, just put new paper on the grid.
* This may seem obvious, but it always bears repeating for newbies. If you don’t have plastic miniatures, you can basically use anything you want – coins, dice, miniatures for other games (if they’re about the right size) or flat cardboard/paper cutouts with things drawn on them or the word ‘MONSTER’ or ‘DRAGON’ or ‘SENESCHAL’ or whatever written on them. If you want to use miniatures at all, probably the most important thing to have miniatures for is the PCs, because that’s fun for the players. But I basically reuse miniatures for monsters so that the ‘dragon’ miniature is a dragon one day, a lizard man the next day, whatever. It’s all good!
* Except for standup cutout miniatures. They suck.
* If the PCs are riding mounts, I usually use flat cardboard cutouts for the mounts, and just put them under the PCs. Unlike standup cutout miniatures, this is acceptable.
* Sometimes I use a random dungeon generator or a random cave generator and print out some maps just in case the players go in a direction I wasn’t expecting.
* If you have a small group (like 3 or less people) and you don’t have a big table to play on, you could try playing without a grid. (Or you could even use something like a chessboard.) You’ll have to fudge some of the rules and distances, but it could be fun, and it’s a lot faster.

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2010
03.22


Even the ampersand is the same!

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