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The fun of the Thundercats is that there were no humans and that image of a world
populated by anthropomorphic animals was something different and alien. (To my
knowledge, Mumm-Ra was the only Human on Third Earth) Use only anthro-animal
races like Gnolls, Lizardmen, catfolk, etc.
Medium Magic
Remove classes that prepare spells in advance, such as wizard and cleric, and allow
only spontaneous casters like sorcerers and favored souls. This is slightly lower the
magic level of the world by limiting the number of spells your players will have
access to, but most importantly it will better fit the theme of primal forces and
innate power.
The new series sets up technology as something that the Thundercats dont use or
really understand. This approach will help to highlight the nature/tech dichotomy of
the show, and make your life easier as a DM. Tech should be as obscure to your
characters as ancient artifacts are to your players.
If you get too liberal with the Tech, you wont be playing a fantasy game any more. If
you add too much, it will cease to be powerful and mystical. Besides tech is the
weapon of Mumm-Ra and his forces, if you give your players too much tech, it will
blur the lines between the nature/tech struggle at the heart of the series.
I would use the futuristic weapons listed in the DMG page 146 to outfit Mumm-Ras
goons. A Thundrillium shortage could explain away every single soldier doesnt
carry a rifle.
Thundercats
You can simply use the catfolk from the Races of the Wild book, or use the following
subspecies to give your world more definition. These variations follow the catfolk
entry, expect as noted. I made each of these the same size, even though wild cats
vary greatly in size : Cheetah 140 lbs., tigers 675 lbs., lions 550 lbs. (thanks
Wikipedia!)
Solitary and brooding, tigerfolk are stronger than lions, but do not work well in a
groups, preferring to work alone.
Cheetah- +4 Dex, Size medium, Favored Class: Scout, Bonus Feats: Improved
Initiative, Dash[1]
The fastest of the Thundercats, the cheetahfolk arent as strong as their brothers.
Sabertooth- +6 Str, -2 Chr, Size medium, Favored Class: Barbarian, Bonus Feat:
Toughness
Savage and feral, the Sabertoothfolk are the strongest of the Thundercats, but the
hardest to lead.
These are just a few of the possibilities. I thought of doing other types, Panthers for
example, but it is hard to make them mechanically different from tigers.
This version is based on the new series. The original sword had about 126 powers
and would be impossible to duplicate.
The Sword of Omens is a +5 thundering sword. The sword has the following
abilities:
Size Variation- As a standard action the wielder may change the size of the sword to
any one of the following: dagger, short sword, longsword, sword. Regardless of the
weapons size it retains all its properties.
Call of the Pride- As a standard action the wielder can produce the symbol of his
clan in the air. The symbol is visible to clan members regardless of distance of
visibility.
Sight Beyond Sight- Once per day, as a standard action the wielder may use
Clairaudience/Clairvoyance as per the spell. Caster level 20th.
Claw Shield
The claw shield is a leather glove reinforced with steel strips. It acts as a buckler,
and thanks to its steel claws, can act as a slashing weapon as well. Because of its
strange nature, the claw shield is an exotic weapon. (DMs could consider giving
Thundercats this proficiency as a bonus racial feat)
Claw Shield 30gp 1d6 dmg x2 crit 2lbs. slashing armor bonus 1 armor
check penalty -2 10% arcane spell failure
The shield claw cannot be used to perform a shield bash, and the user cannot wield
a weapon in their claw hand as the claws are fixed. The shield claw is considered a
light weapon. Claw shields can be adapted to sheath small blades.
Hopefully this will give you a starting point to work from. If you enjoyed this post
and would like to see more like it, let me know. Next time I could stat out Mumm-Ra
and create a Thundertank.
Lord of the Thundercats[edit]
Prerequisites:[edit]
BAB: +5
Skills: Knowledge (History): 3 Ranks, Knowledge (Legend): 3 Ranks, Knowledge
(Nobility): 2 Ranks
Alignment: Must be Lawful Good
Special: Must possess or have made contact with the Sword of OmensClass Skills (4
Sword of Omens[edit]
Major Artifact
The Sword of Omens is +1 Holy Adamantine Shortsword with a large gemstone
embedded in the hilt just below the blade. Although not a sentient weapon per say,
it does have the ability to Determine Alignment of anyone who holds it, and reacts
accordingly.
For Good aligned characters, the Sword of Omens is capable of firing a ray of Holy
energy similar to a Ray of Frost. This ray requires a Ranged Touch Attack to hit, and
does 1d3+1 points of Holy damage plus 1d2 points of Electricity damage.
For Neutral characters, the Sword of Omens functions only as a +1 Adamantine
Shortsword.
For Evil characters, the Sword of Omens refuses to function at all, and deals 1d6
points of Holy damage every round they attempt to grasp it.
However, by covering the catseye gemstone in the hilt, either by wrapping it in
cloth or covering it with an opaque substance, blinds the eye and the sword loses all
of it's powers and reverts to a +1 Adamantine Shortsword, regardless of the user's
true alignment.
Special: For every week any character posses the Sword of Omens, they must make
a Will Save (DC 10 + 1 per week since the last alignment shift) to avoid an
alignment shift towards Lawful Good. However, once the character becomes Lawful
Good (if they were not already), they may be eligible to take the Lord of the
Thundercats PrC.
The Lord of the Thundercats grants the wielder of the Sword of Omens a number of
additional powers based on the sword. If the eye is blinded, the Lord of the
Thundercats loses ALL granted abilities (including the ability to Call Sword) until the
eye's sight is restored.
Claw Shield[edit]
Minor Artifact
The Claw Shield is the companion piece to the Sword of Omens. Its most basic
function is that of a +2 Adamantine Small Shield, but it also possesses several
lesser functions:
Sheath: The Claw Shield functions as a sheath for the Sword of Omens. While
sheathed in the Claw Shield the Sword of Omens may not be removed by anyone
but the Lord of the Thundercats. However, while sheathed, the sword cannot use
any of it's special abilities save for the Danger Warning ability. While sheathed, it is
also incapable of dealing damage to evil aligned characters when grasped.
Claws: The Claw Shield is not called a Clawed Shield for nothing. On the end of each
finger is a large sharp claw. Treat these claws as shield spikes that do slashing
damage instead of piercing.
Grappling Rope: The Claw Shield is capable of firing a medium length line of
rope/wire from one of it's claws as a standard action. The range for this rope is 100
ft, and the adamantine claw tip allows it to lodge into even solid stone on a
successful ranged touch attack. However, this ability is incapable of causing
damage to an opponent. If the rope is cut or broken, the Claw Shield may not use
this ability until it is repaired.
Smokescreen: The Claw Shield has a hidden slot inside of it that can hold one
smokestick. As a full round action, the claw shield may ignite the smokestick and
project out a cloud of obscuring smoke in front of the wearer via concealed tubes
under the knuckle studs. Treat smoke normally.
CR 25; Medium-Sized humanoid (human); HD 20d10+80; hp 220; Init +8; Spd 30 ft;
AC 24 (touch 14, flat-footed 20, add 6 to normal and flat-footed when shield is
used); Atk +20/+15+10/+5 (1d10+5+9 plus 1d6 electricity plus 2d6 holy/19-20,
The Sword of Greyskull); SA smite evil, turn undead (seven times a day as a 18th
level cleric, Sword is used as holy symbol), spells; SQ detect evil, divine grace, lay
on hands(80 hp per day), remove disease (six times per day), divine health, bonded
mount, alter ego; AL LG; SV Fort 20, Ref 14, Will 12 (divine grace bonus already
applied); Str 28, Dex 19, Con 19, (physical ability scores may increase; see below)
Int 16, Wis 15, Cha 18.
Skills: Heal +23, Jump +19, Knowlege (Eternia) + 18, Knowlege (Nobility and
Politics) +18, Ride +29, Sense Motive + 13.
Feats: Cleave, Exotic Weapon Proficiency (bastard Sword), Great Cleave, Improved
Initiative, Improved Unarmed Strike, Power Attack, Stunning Fist, Sunder.
Alter-Ego (Su): Due to one of the effects of his sword (see below), He-Man has a
unique superhuman ability, that of the Alter-Ego. When He-Man is not needed, he
can revert to his origional identity, that of sixteen-year-old Adam, Crown Prince of
Eternia. Adam is more than a disguise; it is an entirely different body that shares the
same spirit and soul. Whether Adam or He-Man is the being's "true" form can not be
determined; even he does not know, and it is perhaps best if the answer to the
question is not pursued.
Adam's stats are as follows:
CR 8; HD 8d8+16; hp 68; Init +5; Speed 30 ft; Ac 11 (touch 11, flat-footed 10); Atk
+6/+1 (1d10+2/19-20, The Sword of Greyskull in dormant state); AL LG; SV Fort +8,
Ref +4, Will +5; Str 14, Dex 12, Con 14, Int 16, Wis 15, Cha 14.
Skills: Bluff +23, Diplomacy +22, Knowlege (Eternia) +18, Knowlege (Nobility and
Politics)+18, Ride +16.
Feats: Cleave, Exotic Weapon Proficiency (bastard Sword), Improved Initiative, Power
Attack.
While the difference between Adam and He-Man is physical, it is not psychological.
Adam can be well intentioned and brave when he wants to be, but as a warrior, he
is clearly an amateur. Sadly, because he must keep his alter-ego a secret from
almost everybody and must frequently flee from danger to make the change, many
of his friends - and even his parents - tend to believe he is a coward.
The Sword of Greyskull: This ornate bastard sword, created by Castle Greyskull
itself, is a potent artifact, and the key to He-Man's power. Its primary purpose is to
serve as a link between He-Man and Greyskull; in fact, it may be that the Sword
itself has no true powers of its own, and Greyskull is the only true artifact (Greyskull
IS an artifact of immesurable power, perhaps the most powerful in existence, so the
question remains unknown). At any rate, this link cannot be severed - even if HeMan is on another plane, the Sword can still draw power from its creator.
As a weapon, the Sword of Greyskull is a Holy, Shocking Burst, Mighty Cleaving, +5
bastard Sword. (It is not an intelligent weapon, probably because it is an extension
of Greyskull, which IS sentient and intelligent). However the Sword has many other
powers.
* Primarily, the Sword can transform Adam to He-Man and back (see "Alter-Ego"
above). Each transformation takes a full round action (but since it is always done
out of site away from combat, this is rarely a problem). He may transform from
Adam to He-Man and back again as many times as necessary.
When in Adam's form, the Sword also changes, becoming a rather plain bastard
sword. In this dormant state, the sword has no powers, other than the ability to
transform Adam to He-Man.
* Ten times per day, as a full round action, He-Man can use the Sword to draw power
from Greyskull, increasing his Strength, Dexterity, or Constitution by five points for
one hour. Note that while limited to ten times per day, He can use this ability round
after round if he so desires, giving himself godlike strength in mere minutes.
* He-Man con invoke the following spell-like affects from the Sword, for his or other's
benefit: 3 times per day: Daylight, Holy Smite, Flame Strike, Searing Light; Once per
day: Heal, Holy Aura, Holy Word.
* He-Man must use his Sword to invoke his Lay on Hands ability, his Remove
Disease ability, and all paladin spells. The sword is used as a Focus Component,
whenever one is needed.
The sword has many other powers. For example, one time when a very unstable
minor artifact called the Corodite Crystal was about to explode because Merman
misused it (which would have been the magical equivalent of a hydrogen bomb) HeMan was able to use the Sword to absorb its energy, causing it to crumble into
harmless power. If a Player portraying He-Man thinks of a reasonable power that the
Sword could have and the DM okays it, the power exists. However, the DM should
not be too generous - even artifacts cannot do everything.
Only He-Man and the Sorceress can use any of the Sword's powers (she cannot use
it to invoke his transformation or use his paladin abilitis or spells). In anyone else's
hands, the Sword doesn't even function as a normal bastard sword, becoming blunt,
heavy, and doing no more damage than an awkward club.
Bonded Mount: He-Man's Bonded Mount is a friend he has known his whole life - a
fierce riding cat which Greyskull created from his pet cat Kringer. Now called Battle
Cat, he is He-Man's loyal steed and partner.
BATTLE CAT
Large Magical Beast; CR 15; HD 14d10+56; hp 180 Init +1; Spd 35 ft (50ft without
barding); AC 34 (touch 12, flat-footed 32); Atk 2 claws +10 melee, 1 bite +5 melee;
Dmg claw 1d8+6, bite 2d6+3; face/reach 5ft by 10 feet/5ft; SA command felines,
pounce, improved grab, rake; SQ alter-ego, improved evasion, share spells,
emphatic link, share saving throws, spell resistance (25); AL LG; SV Fort 20, Ref 14,
Will 12; Str 23, Dex 15, Con 17, Int 12, Wis 16, Cha 16.
Skills: Climb +10, Listen + 15, Spot +5, Swim +8
Battle Cat wears magical +5 Half Plate Barding
Pounce (Ex): If Battle Cat leaps on an opponent in the first round of combat, he can
make a full attack, even if he has already taken a move action. He cannot use this
ability while carrying a rider.
Improved Grab (Ex): To use this ability, Battle Cat must score a successful hit with a
claw or bite attack; if he gets ahold, he may attempt a rake attack. He may not use
this ability while carrying a rider.
Rake (Ex): After a successful Pounce or Improved Grab, Battle Cat can attack with
his rear claws (+9 melee) doing 1d8+3 damage each.
Alter-Ego (Su): Like his master, Battle Cat can revert to his original form when Battle
Cat is not needed (again, which form is now his "true" form can not be dermined).
Kringer's stats are identical to a common leopard (see the Monster Manual) except
that he has no means of attack (he has long been declawed, and is far too tame to
ever bite anyone), is lawful good, and has an Intellingence and Charisma of 12. Plus,
the change is also psychological; Kringer is a notorious coward who is prone to bolt
at anything that is even the least bit frightening (though he will never resist being
transformed into Battle Cat).
In any case, Kringer is transformed into Battle Cat when Adam transforms into HeMan; Adam does not HAVE to transform Kringer, but he cannot do so without
transforming into he man, but he can transform Kringer if he is already He-Man, by
taking a full-round action. Battle Cat automatically reverts to Kringer when He-Man
reverts to Adam, even if the two are separated.
Note: In the current version of the show, Kringer and Battle Cat can NOT talk.
Appearance: With his Adonis-like frame, disdain for armor, and wild eyes and hair,
He-Man more resembles a barbarian than the paladin he is. But make no mistake Greyskull would never have chosen as it guardian someone whose heart wasn'tpure
enough to accept the call of the divine warrior. And while his appearance can be
intimidating, his personality is anything but - so long as you don't get on his bad
side.
Tactics: In battle, He-Man tends to have an odd sense of humor, which leads him to
taunt and goad opponents. Perhaps he thinks that angry opponents become
careless, or maybe it's traces of the teenage Adam's immaturity showing through.
However, his attitude quickly can turn deadly serious when lives are in danger. Then
the kid gloves come off, to reveal fists of superhuman strength.
Being a paladin, He-Man's primary concerns in a crisis are to protect innocents, aid
his allies, and apprehend criminals - in that order. If Evil-lyn is pelting a village with
Fireballs, his first job is to get the villagers to safety, calling the Masters for backup
in the process. If doing so means letting Evil-lyn get away to do it, so be it.
When fighting Skeletor's hordes, He-Man won't necessarily fight for keeps. He IS a
paladin, and he knows the meaning of mercy. If a foe is near defeat, he'll always
give them a chance to surrender. Only when all else has failed will he consider
killing an enemy. His restraint and self-control is admired by many heroes.
History: To fully understand the history of He-Man, one must understand the history
of his power source, Castle Greyskull.
Long years ago, a cabal of ancient wizards and sorcerers of goodness existed who
held the secrets of Eternia's magical power, power so great that it could undo reality
and shape it in any way its possessor desired; power so great it could make gods
tremble. Naturally, these Elders as they called themselves, protected these secrets
with their lives - if evil claimed them, the universe would be doomed.
But an powerful evil warlord named Kelvor learned of these Elders, and gathered a
horde of evil warriors. They attacked them, but they were no match for the Elders.
They cursed the egotistical Keldor, and banished him and his henchmen to the Dark
Hemisphere, a place on Eternia of great evil where no sane creature dares go.
Several decades passed. The Elders predicted that evil would return; their mortal
bodies were now too frail and decrepit to combat it. So they devised a plan.
They gathered in an ancient ruin that Eternians were fond of calling "Castle
Greyskull," due its skull-shaped front. Whatever purpose this castle was origially
built for had been forgotten for centuries, but it would now have a new one. The
Elders chanted and conjured for weeks, speaking the words of one ultra-powerful
spell. When it was done, all of Eternia shook, and every creature on the planet felt a
breif twinge of pain.
The Elders were no more. They had used the spell to meld, bodies, souls, and
spirits, with the walls of Greyskull. They had lost their identities and individuallity,
but now their vital secrets were safe in a powerful monolith of stone. Their next act
was to find a caretaker for the Castle; they found one, in a mysterious woman who
is now known only as The Sorceress. The only thing left was to find a guardian - but
that could wait.
Eventually, after a few decades more, evil did return. Keldor, now calling himself
Skeletor, escaped from the Dark Hemisphere, along with his evil minions. He
launched an attack on the Eternian Royal Palace, believing that King Randor knew
the location of the Elders.
In the early stages of the battle, a strange feeling started to come over Randor's
sixteen-year-old son Adam, Eternia's Crown Prince and heir to the throne, as well as
the kings general Duncan, , aka Man-at-Arms, a man who, unbeknownst to anyone,
knew more about Greyskull and the Elders than just about anyone. Guessing what
the feeling probably was, Duncan led th reluctant Adam to the Castle, where the
drawbridge swung open to great them.
Inside, the two were confronted by the beautiful Sorceress. She told Adam, in no
uncertain terms, that the Castle had chosen him as its protector; he would become
its guardian, in order to protect the secrets that the Elders had worked so hard to
keep.
Unfortunately, the teenager, naive and skeptical as he was, was unwilling to believe
such a farfetched story. Why would the great and powerful Elders chose a clumsy
sixteen-year-old kid to protect such vital power. He scoffed and left the building,
much to the Sorceress and Man-at-Arm's disappointment.
However, in the ensuing hours, the battle between Skeletor's forces and Randor's
elite warriors (later called the Masters) intensified. Adam soon saw that his friends
were being trounced. Finally, when Skeletor himself kidnapped his father, Adam saw
that he had no choice, and he ran back to Greyskull. Unseen by him, his pet cat
Kringer and Randor's court magician Orko saw him flee, and out of curiosity,
followed him.
When Adam again met the Sorceress, little needed to be said. She led him to the
Castle's inner sanctium, and handed him the Sword of Greyskull, which then and
there transformed him into He-Man for the first time. The Sorceress then said he
would need a companion; he then saw that Kringer and Orko were watching. So, he
turned the Sword's power on his beloved pet, transforming him into the powerful
Battle Cat.
Finally, the Sorceress warned him that his dual identity must forever be a secret, for
if the forces of evil should ever learn it, even accidentally, the consequences would
be dire.
With He-Man joining the battle, the tide quickly turned. Randor was rescued, and
Skeletor's forces were defeated.
Since then, Adam has adjusted to his role as Defender of Greyskull quite nicely. To
the other Masters (aside from Man-at-Arms and Orko) he is somewhat of a mystery,
but they are always glad for his help (that is a great irony: he is the most powerful
CR 22; Medium-Size Outsider (Evil); HD 13d4+52 plus 7d10+28; hp 166; Init +2;
Speed 30 ft; AC 24 (Touch 23, Flat-Footed 22); Atk +12/+7 melee(1d6+4+2 plus
2d6 evil, Unholy +4 Shortsword), +12/+7 melee (1d6+4+2 plus 2d6 evil, Unholy +4
Shortsword); or +15/+10 (1d6+5+2 plus 2d6 evil plus thundering, Havok Staff); or 2
claws +10 melee (1d6+2) and 1 bite +5 melee (1d4+2); SA poison use, smite good,
command undead, aura of despair, sneak attack +2d6, half-fiend abilities; SQ
summon familiar, detect good, dark blessing, fiendish servant, darkvision to 60 ft,
acid, cold, electricity, and fire resistance 20 (note: given the events in the episode
"Sky War", it seems that Skeletor, unlike most half-fiends, is NOT immune to
poison); AL LE; SV Fort +13; Ref +8;
Will +11; Str 14, Dex 15, Con 18, Int 22, Wis 10, Cha 18.
Skills: Alchemy + 26; Bluff + 29; Concentration + 14; Intimidate + 19; Knowlege
(Arcana)+ 28; Knowlege (Eternia) + 26; Ride + 12; Scry + 21; Spellcraft + 31.
Feats: Ambidexterity, Brew Potion, Combat Casting, Craft Staff, Craft Wand,
Leadership, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Two Weapon
Fighting.
Half-fiend Abilities: Once per day: Blasphemy, Contagion, Desecrate, Destruction,
Horrid Wilting,
Summon Monster IX (fiend only), Unhallow, Unholy Blight; Three Times per Day:
Darkness, Poinson, Unholy Aura
Possessions: Two Unholy +4 Swortswords (used paired); The Havok Staff (see
below), Ring of Protection +5, Braciers of Armor +6. Skeletor has many more
magical items, but there are the ones he most commonly carries.
The Havok Staff: This magical staff of Skeletor's own design is a metal staff topped
with the skull of a fiendish ram. Used as a weapon it is an Unholy, Thundering
Quarterstaff +5 (only on the "skull end"; the other side is nonmagical). It also has a
unique ability: if the user casts any spell, he can channel the spell through the staff;
an onlooker may believe that the spell is actually a property of the staff rather than
a spell, especially if the Silent Spell feat is used. If the user purposely wishes to
imply such deceit, an onlooker can make a Sense Motive check against the user's
Bluff check.
Pounce (Ex): If Panthor leaps on a foe during the first round of combat, he can make
a full attack even if he has already taken a move action; he cannot do this if he is
carrying a rider.
Improved Grab (Ex): To use this ability, Panthor must hit with a claw or bit attack; if
he gets a hold, he can attempt a rake attack. He cannot use this abbility if he is
carrying a rider.
Rake(Ex): Upon establishing a hold, Panthor can make two rake attacks (+9 melee)
with his hind claws for 1d8+3 damage each;he may also rake on a pounce attack.
Spellbooks: Skeletor's spellbooks contain a lengthy selection. They have all arcane
spells of seventh level or lower from the Player's Handbook (except any with the
Good descriptor), several from the Forgotten Realms sourcebook (except those
unique to particular archmages), many from "Tome and Blood," a few (to the DM's
discresion) from "The Book of Vile Darkness", and several that he has invented
himself.
Tactics: Skeletor always choses spells carefully. He usually has plenty of offensive
spells, but is also fond of illusions and spells that summon elementals, demons, and
other monsters. He usually keeps a Teleport spell memorized for a quick escape.
Although he is civilized enough not to resort to fighting with his claws and teeth
(most of the time, Skeletor, has little sense of honor, and he fights dirty. He does not
know the meaning of "fair fight," and can be quite a bully at times. If his life - or his
freedom - is in jeopardy - he will say or promise anything to save his vile skin; but
only an idiot would believe his promises, for they are all lies.
History: Years ago, the warlord Kelevor and his horde of minions attempted to
enslave his home planet of Eternia by launching an attack against a cabal of ancient
wizards and sorcerers known as the Elders, powerful arcane masters who held the
secrets of controling the vast magics of Eternia in their minds. Kelevor and his men
were no match for them; the Elders cursed him, and banished him and his minions
to the Dark Hemisphire, a place on Eternia of great evil, where no sane creature
dares to go.
Decades went by, and in recent years, the Elders forsaw that evil would return in a
more powerful shape. Their bodies were too old and decrepit to confront the new
challenge; so, working together, they cast a mighty spell that merged themselves,
bodies, souls, and spirits, with an old ruin that Eternias called Castle Greyskull. They
had now lost their identities and individuallity, but their secrets and power were now
safe in a powerful artifact of impenitrable, magically reinforced stone. More would
need to be done, but that could wait, for now.
Evil did come, as Kelevor, now calling himself Skeletor, returned, and constructed a
fortress in an active volcano, which he called Snake Mountain.
He gathered all his minions together, and decided it was time to strike. The
launched an assault on the palace of King Randor, Eternia's current monarch;
Skeletor's plan was to force out of Randor the location of the Elders. Unfortunately,
unbeknownst to Skeletor, that was knowlege that Randor did not have. The attack
did indeed draw out Randor, and his team of elite warriors(who would later
collectively be called The Masters). In the confusion, Skeletor kidnapped Randor,
and tried to torture the information out of him. Once he realized that Randor knew
nothing, the frustrated Skeletor decided to kill him out of spite; but a wrench was
thrown in his plans by the arrival of He-Man, a warrior chosen by Greyskull itself as
its guardian. Skeletor suffered a major defeat that day, and his run-ins with He-Man
would be many and often.
Skeletor eventually began to suspect Greyskull's importance, and has put
considerable effort into breeching its walls. However, the Masters now know exactly
why the Castle is vital to Eternia's existence, and even without He-Man, they will
defend it at a moment's notice. Skeletor has met with failure and frustration
continually; he tends to blame his henchmen most of the time, although it is usually
mostly his fault. In truth, most of Skeletor's minions despise their leader, and only
follow them in hopes of someday stealing his wealth, power, or both. He knows of
their plotting, but arrogantly believes that they are not threat.
In fact, it is probably arrogance, ego, and lack of common sense that has kept the
Overlord of Evil from being a success thusfar. He rarely learns from his mistakes,
often fails to research a plan thoughouly before undertaking it, and rarely sees the
forest for the trees. His quest to conquer Eternia will likely come to a bad end for
both him and all of his followers.
The blonde-haired, blue-eyed Hank is the groups natural-born leader. Its never
specified, but Hank is your standard captain of the football team type. Hes
decisive, level-headed, principled and courageous. Dungeon Master makes Hank
the Ranger, meaning he has a longbow that shoots energy arrows.
S: 14 D: 17 C: 15 I: 10 W: 15 Ch: 18 HP: 49
Feats: Dodge, Endurance, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot,
Track, Weapon Focus (Longbow)
Equip: +3 Studded Leather, Energy Bow (+2 Composite Longbow that
accommodates any strength, force arrows deal 2d6 and ignore miss chance for
incorporeal, shed light as a torch, can make power shots with Hank taking a
negative to attack and adding that number to damage), Amulet of Natural Armor
+1, lesser bracers of archery, ring of protection +1, masterwork longsword, potion
of cure light wounds, potion of resist cold 20, some normal gear
65 the spell takes effect but a rod of wonder effect occurs as well, 66 - 100 the spell
takes effect as desired.), Amulet of Natural Armor +1, cloak of resistance +2,
headband of intellect +2, ring of protection +1, spellbook, potion of aid, potion of
cure serious wounds, potion of displacement, wand of magic missile (7th), some
normal gear
Venger Male Half Fiend Human Sorcerer 13th/ Archmage 5th AL: NE
An evil Sorcer, Venger is known for his fangs, his bat-like wings, and his iconic onehorned helmet. He rides a black stallion that can fly through the sky. In addition to
his own powerful magic abilities, Venger is in control of an army of orcs and has a
shadow demon as his right hand man. The only force in the realm more powerful
than Venger is the dragon Tiamat. Venger seeks the 6 weapons that the
protagonists possess, for if he can obtain them he will be strong enough to defeat
Tiamat and control the realm.
S: 18 D: 22 C: 26 I: 18 W: 15 Ch: 24 HP: 190
Feats: Empower Spell, Great Fortitude, Iron Will, Lighting Reflexes, Skill Focus
(Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Weapon Focus (Ray)
Equip: Amulet of Health +6, Bracers of Armor +8, Cape of Montebank, Bead of
Force, Elemental Gem (Fire), Maximize Metamagic Rod, Potion of Barkskin +3, Potion
of Cat's Grace
High Arcana: Arcane Fire, Arcane Reach, Mastery of Elements, Mastery of Shaping,
Spell Power +1
Sorcerer Spells Known: (Caster Level 19)
0th (6/day): arcane mark, detect magic, ghost sound, light, mage hand, open/close,
read magic, resistance, touch of fatigue
1st (8/day): expeditious retreat, magic missile, protection from good, ray of
enfeeblement, shield
2nd (8/day): Knock, false life, scorching ray, touch of idiocy, web
During that period, he caught the eye of Ariel, the wizards adopted daughter and
became friends with Ookla, a Mok'nathal gladiator. Ultimately Thundarr convinced
Ariel to help him and Ookla escape. Together the three of ride throughout Numeria
fighting opression and attempting to free the people of their homeland from the
oppressive whims of the ruling wizards and the foul Black Soverign.
Gummi Bear
Juice Drinker: When you use a consumable item regain 2 hit points(3 at level 5, 4 at
level 10, 5 at level 15, 6 at level 20, 7 at level 24, 8 at level 28). Also you know the
formula to make Gummi Juice.
Power: Gummy Juice Jump. Move Action: Jump 5 squares. You do not draw
opportunity attacks for this movement. You gain combat advantage until the end of
your turn against any creature that you end this jump adjacent to.
shells equipped with some of the strongest death weapons known to all reality!
Woe to those who should ever encounter these great beasts, for their nearunbreakable armor and destructive super-weapons make them a terrifying foe. If
they were to discover realities beyond their own, not only would they exterminate
their lesser Mind Flayer brethren but, they would destroy all life that is nonNewlithid.
*This is essentially my take on Mind Flayer mythology; while melding it with the
classic Doctor Who adversary, The Daleks. On top of that, I made this creature as
deadly as possible within D&D 5th rules. This creature is suited for a CL 18
encounter or higher, but can provide a terrifying threat for low level encounters.*
* Multiple Attack - 2 Point - Extra Psionic Blast, Mind Drain (if grappled), Grapple, or
Extermination Gun
* Demoralize the Inferior - 1 Point - Bonus Action to Demoralize Opponents (Save vs.
Fear). All creatures that can hear within 60 ft.
* Secure Prey - 1 Point - You can grapple with the suction hand with advantage and
as a bonus action.
Newlithids look almost nothing like their Mind Flayer brethren. Their exterior is seen
as a big metallic shell with numerous lights on the top of the rotating head piece
that help with perceiving its environment. One of its arms is covered in suction
cups with a massive expanding cup hand to grapple and drain the victim of their
brain. Their other arm is a destructive super weapon capable of eliminating
enemies in an instant. One of the flaws in the shells design is lack of proper legs,
but many small wheels to cart them around. As such, it is hard for them to travel up
surfaces naturally. Fortunately for them, newer models of their armor have the
ability to hover around 5 ft. off the surface
just to give the bean-counters something to do if you know what I mean. Here use my pen to...there we go
sir....and fill out this section....oh no need to fill out that part. That's part's for me. Now sign right here just
to verify...and we're done sir! Once I get this sheet in to my boss, you can expect a call within a week or
two. My name? Why it's Annie...and yes it certainly was a pleasure chatting with you... Have a nice day
and I hope we can expect your business in the future !
Esther Delfino
Dedicated Hero 1
Hit Die 1d6+3 / BAB +0 / Fort +1 / Ref +0 / Will +1 / Def Bonus +1 / Rep +2
Str 12 (+1) / Dex 10 (1) / Con 17 (+3) / Int 12 (+1) / Wis 17 (+3) / Cha 15 (+2)
Occupations: Criminal/Entrepreneur
Skills: Bluff, Forgery, Knowledge [Current Events, Streetwise] +1
Feats: Brawl
Reputation +1
Talents:
Skill Emphasis [Sense Motive]
Skills:
Bluff 4+2 = 6
Forgery 1+1 = 2
Investigate 2+1+2 = 5
Knowledge (Business) 1+1 = 2
Knowledge (Current Events) 3+1+1 = 5
Knowledge (Streetwise) 3+1+1 = 5
Listen 1+3 =4
Profession [Grifter] 3+3 = 6
Read/Write Language 1 [Spanish]
Speak Language 2 [Korean, Spanish]
Spot 1+3 = 4
Sense Motive 2+3+5 = 10
Feats
Attentive [+2 Investigate & Sense Motive]
Brawl
Confident [+2 Gamble & Intimidate]
Simple Weapons Proficiency
Roger Weber
Smart Hero Level 1
Hit Die 1d6+1 / BAB +0 / Fort +0 / Ref +0 / Will +1 / Def Bonus +0 / Rep +1 / 7 Hit Points
Str 10 (0) / Dex 14 (2) / Con 12 (1) / Int 18 (4) / Wis 8 (-1) / Cha 13 (1)
Occupations: Student / Criminal
Computer Use +1 / Knowledge (Physical Sciences) +1 / Research +1
Additional Class Skills: Hide, Move Silently
Bonus Feats: Personal Firearms Proficiency
Talents
Savant (+Smart level to Craft: Chemical)
Skills
Computer Use +9
Craft (Chemical) +9
Craft (Electronic) +8
Demolitions +8
Disable Device +8
Hide +6
Investigate +8
Knowledge (Current Events) +5
Knowledge (Earth/Life Science) +5
Knowledge (Physical Science) +9
Knowledge (Streetwise) +8
Knowledge (Technology) +8
Move Silently +6
Research +9
Search +8
Feats
Personal Firearms Proficiency
Point Blank Shot (+1 atk/dmg in 30ft)
Precise Shot (No penalty for shooting enemy engaged in melee)
Simple Weapons Proficiency
Milestones
1) Get the Lost MC off my ass for good. Make peace, buy them off, or you know, whatever
happens happens...
2) Set myself as the premier supplier of psychedelia in San Andreas. I'm talking real money
here. Like fucking Vinewood money, man.
3) Ruin Richard. 1%er corporate leeches like him are what make LS such such a vapid
shithole. Plus, he's turned mom into this total psycho. You can't disappear me that easy dick.
Here's a quick and dirty character.
Roger Weber is a Vespucci Beach native who was content to deal dimebags, get stoned, and
trip balls out in Blaine County, up until mom's new husband Richard (banker CEO type)
shipped him off and out of sight to uni in Las Venturas with a full ride (nice of him, huh). That
lasted all of a few semesters. Roger was smart enough to breeze through high school
without giving it much attention and although a few of his courses were maybe getting
interesting, the distractions of partying with clientele eager to give up their tuition checks
for a bag of 'college experiences' proved too much.
He eventually dropped uni entirely and out of a rented house in Grapeseed began cooking
and growing the fun stuff himself. People made it seem like this shit was hard to get a hold
of, but all it took was a few eyefind searches for instructions and recipes, maybe an order
from overseas or a trip to the hardware store, and boom. Shrooms, dmt, acid, weed, molly,
and maybe little crystal here and there, Roger started supplying himself and pulling in some
real cash selling to kids back at uni as well as a broadening selection of customers back
home in LS.
It was easy to keep a low profile before, but big money meant big attention. Lost MC and
smaller time families still had pull up in Blaine County and after sniffing out Roger's
homegrown op, tried to squeeze him out. A guy's got to protect his piece though, and so a
web search later, helped with a little fertilizer, gasoline, and copper wires, he found a
temporary (and loud) solution to his problems. Remnants of the Lost were still out there
though (minus a cookhouse), so Roger thought it best to relocate back to LS in Mirror Park to
lay low. Bad news if the LMC ever track him down, and probably worse news if his folks ever
caught wind he'd dropped out.
Gimme.
Daisy May
Fast Hero Level 1
Hit Die 1d8 / BAB +0 / Fort +0 / Ref +1 / Will +0 / Def Bonus +3 / Rep +0
Str 8 (-1) / Dex 16 (+3) / Con 10 (0) / Int 12 (+1) / Wis 15 (+2) / Cha 16 (+3)
http://orokos.com/roll/147500
Occupation: Rural
Drive (+1 Competence), Repair (+Class Skill)
Bonus Feat: Personal Firearms Proficiency
Wealth Bonus +1
Talents
Evasion (Reflex Save for no damage)
Skills
Craft (mechanical) 4+1=5
Drive 4+3+1+2=10
Knowledge (popular culture) 4+1=5
Pilot 4+3+2=9
Profession (Farmer's Daughter) 4+2=6
Repair 4+1=5
Feats
Endurance
Personal Firearms Proficiency
Simple Weapons Proficiency
Vehicle Expert (+2 Drive and Pilot)
A Quote: "I'm the fastest thing on wheels. I drive pretty well, too."