BardicLasher
2006-02-12, 03:51 PM
(C&P ing from the other board I posted this on, I know the Sblock code doesn't work, but oh well)
All right, I am currently on a quest to turn all 25 1/2 characters from Super Smash Brothers Melee into d20 characters. Here's what I've got so far. Any help would be appreciated greatly!
Basic rules:
-All characters must have ECL 10
-All races and classes allowed
-Monster races encouraged
I'm putting them down here in order of how much of an idea I have of what they should be like. Note that for some characters I listed more or less feats or abilities than they actually get, this is for brainstorming purposes. Here goes...
Falco: Anthro Eagle Fast/Strong/Tough (3/2/2)
Zelda: Sorcerer 10, High Elf Feats: 4
Sheik: Rogue 10, High Elf Feats: 4
(Can't figure out how to mesh them)
Peach: Charismatic hero? Aristocrat?
Yoshi: Done as Monster?
Kirby: Not a clue
Samus: Can't figure it out at ALL.
Jigglypuff: No clue.
Pichu: No clue
And now, the theoretically finished sheets! Note that if the AC doesn't add up, it means I'm using Class Defense Bonus from Unearthed Arcana.
Bowser
King Bowser Koopa
NE Large Dragon
Init -2; Senses Listen +1, Spot +1, Darkvision 60', low-light vision
Languages: Common
----------------
AC 19 (-2 dex, +10 natural armor, -1 size, +2 bracers), touch 7, flatfooted 19, Light fortification
hp: 118 (10 HD)
Immune: Magical sleep and paralysis
Fort +10, Ref +5, Will +8
--------------
Speed: 15 ft.
Melee 2 Claws +16 (1d8+9, 19-20/x4) and Bite +14 (1d8+9, 19-20)
Melee Spike Slam +16 (1d8+12, 19-20)
Space: 10 foot by 10 foot
Reach: 10 feet
Base Attack +10; Grapple +21
Special Actions: Breath Weapon (Cone of Fire or Firestream)
Atk Options: Maximize Breath
---------------------
Abilities: Str 24, Dex 6, Con 17, Int 10, Wis 12, Cha 13
Feats: Improved Toughness, Multiattack, Improved Natural Weapon (Claw), Maximize Breath
Traits: Slow, Reckless
Skills: Intimidate +16 Bluff +14 Use Magic Device +14 Diplomacy +16 Concentration +16 Knowedge (Nobility and History) +13
Possessions: Claws of the Ripper, Gemstone of Light Fortification, Belt of Giant's Strength +4, Amulet of Mighty Fists +1 Keen, Bracers of Armor +2
---------------
Breath Weapon (Ex): Once every 1d4 rounds. 30 foot Cone of fire (5d6 damage, reflex half DC 18.) or Fire Stream (30 foot line, 2d6 fire, reflex half DC 18. If Reflex save failes, fort save DC 18 or dazed for one round. May be maintained for a number of rounds equal to 1+Bowser's con modifier by Concentration. The 1d4 rounds to determine how long Bowser must wait before using his breath weapon again don't start until fire stream ends)
Captain Falcon
Captain Falcon
Human Monk 10
LN Medium Humanoid
Init: +7; Senses: Listen +2, Spot +2
Languages: Common
---------------
AC: 24, touch 23, flatfooted 20 Dodge (+2), Mobility
HP: 68 (10 HD)
Immune: normal disease
Resist: Improved evasion
Fort: +10, Ref: +11, Will: +9 (+11 vs enchantments)
Weaknesses: -2 on strength checks vs. bullrush and overrun attacks
------
Speed: 85 feet (17 squares)
Melee: Unarmed Strike +11/+11/+6 (1d10+4)
Base Attack: +7/+2, Grapple: +16
Atk Options: Power Attack, Spring Attack, Ki Strike (Magic, Lawful), Improved Grapple, Flying Kick (+1d12 damage on unarmed charge)
-------------
Abilities: Str:18, Dex 18, Con 16, Int 10, Wis 14, Cha 8
Special actions: Wholeness of Body (20 hp/day)
SQ: fast movement, slow fall 50
Feats: Dash, Improved Initiative, DodgeB (+2 bonus), MobilityB, Spring AttackB, Improved Grapple, Power Attack, Flying Kick, Improved Unarmed Strike
Traits: Skinny, Quick
Skills: Jump +44, Tumble +17, Balance +17, Escape Artist +26, Sense Motive +15
Possessions: Boots of Striding and Springing, Belt of Giant's Strength +4, Amulet of Health +4, Gloves of Dexterity +2, Vest of Escape, Ring of Protection +1
Doctor Mario
Doctor Mario
Human Strong 4/Tough 4/Dedicated 2
NG Medium Humanoid
Init:+0; Senses Listen -1, Spot -1
---------------------------
AC: 19, Touch 19, Flatfooted 10
hp 74 (10 HD), DR 1/-
Fort +8, Ref +2, Will +5
+2 on Strength checks to avoid being bull rushed or overrun
------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +18/+13 (1d8+9)
Ranged Thrown Pill +8 (1d2+5) [20 foot range increment)
Base Atk +8, Grp +14
Atk Options: Streetfighting, Knockout Punch, Power Attack
--------------
Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 12 Cha 8
Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-, Skill Emphasis (Jump)
Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts, Far Shot
Occupation: Doctor [Craft (Pharmeceutical), Treat Injury]
Traits: Brawler, Stout
Skills: Jump +38, Tumble +10, Treat Injury +14, Craft (Pharmeceutical) +15, Profession +14, Sense Motive +3, Knowledge (Earth and Life Sciences) +4, Escape Artist -1
Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +2, Arbitrarily large amount of Pills
Donkey Kong
Donkey Kong
Awakened Ape
CG Large Magical Beast (Augmented Animal)
Init -1; Senses: Listen +16, Spot +16, Low-Light Vision, Scent
Languages: Common
------------
AC: 16, Touch 10, Flatfooted 15
HP: 98 (10 HD)
Fort +12, Ref +8, Will +6 (+7 vs. enchantment [compulsion] effects)
-------
Speed: 30 ft. (6 squares), Climb 30 ft.
Melee: Slam +17/+12 and Slam +12 (1d6+11)
Base Attack: +7/+2, Grapple: +26
Atk Options: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
------------
Abilities: Str 32, Dex 13, Con 20, Int 10, Wis 16, Cha 10
Feats: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
Skills: Spot +16, Listen +16, Jump +12, Climb +20
Traits: Musclebound, Torpid
Possessions: Belt of Giant's Strength +6, Amulet of Health +2, Bracers of Armor +3
Fox
Fox McCloud
Anthropomorphic Fox Fast Hero 7
CG Medium Monstrous Humanoid
Init +5; Senses Listen +3, Spot +3, Low Light Vision
Languages: Common, Japanese
------------------------
AC: 28 (10+6 defense +1 natural +6 dex +5 Armor), Touch 22, Flatfooted 16, Dodge, Mobility
hp: 53 (9 HD)
Resist: Evasion
Fort: +5, Ref +14, Will +6
--------------
Speed: 55 feet (11 squares)
Melee Unarmed Strike +13/+8 (1d3+2)
Melee Pistol Whip +14/+14/+9 (1d4+3)
Ranged Blaster +14/+14 (2d6+1) or +12/+12/+12 (2d6+1) or +12/+12 (3d6+1) or +10/+10/+10 (3d6+1) (Range 50 feet)
Base Attack: +7/+2, Grapple +8 (+10 to escape a grapple)
Atk Options: Improved Unarmed Strike, Point Blank Shot, Rapid Shot, Double Tap
-------------------
Abilities: Str 14, Dex 22, Con 14, Int 12, Wis 12, Cha 10
SQ: Scent
Feats: Weapon Finesse, Personal Firearms Proficiency, Mobility, Double Tap, Dodge, Point Blank Shot, Rapid Shot, Improved Unarmed Strike, Light Armor Proficiency
Talents: Increased Speed, Improved Increased Speed, Advanced Increased Speed, Evasion
Traits: Quick, Slippery
Starting Occupation: Military (Drive, Pilot), Light Armor Proficiency
Skills: Jump +29, Tumble +20, Escape Artist +18 (+19 to escape grapples), Pilot +14, Drive +14
Possesions: +1 Blaster of Speed, +3 Light Undercover Shirt, Gloves of Dexterity +2, Ring of Jumping, Cloak of Resistance +1
Ganondorf
Ganondorf
Human Fighter 1/Monk 1/Warlock 4/Enlightened Fist 4
LE Medium Humanoid
Init: +1; Senses: Spot -1, Listen -1
Languages: Common
----------
AC: 22, Touch 12, Flatfooted 20
hp: 75 (10 HD), DR 1/cold iron
Resist: (Dark One's Own Luck, +2 to any one save for 24 hours)
Fort +9, Ref +9, Will +9
--------
Speed: 20 ft (4 squares)
Melee: Unarmed Strike +11/+6 (1d8+6) or Unarmed Strike +9/+9/+4
Base Attack +7/+2, Grapple +16
Atk Options: Stunning Fist 6/day, Improved Grapple, Power Attack, Roundabout Kick, Leap Attack, Ki Strike (Magic), Arcane Fist, Fist of Energy, Hideous Blow
Special Attacks:
Ranged Touch: Eldritch Blast +8 (4d6)
Special Actions: Dark One's Own Luck
Spell-Like Abilities: Detect Magic, Hideous Blow, Leaps and Bounds, Dark One's Own Luck, Curse of Despair (DC 16)
--------------------
Abilities:
Str: 20 Dex 14 Con 16 Int 10 Wis 8 Cha 14
SQ: Decieve Item
Feats: Combat Casting, Improved Grapple, Stunning Fist, Power Attack, Roundabout Kick (Free unarmed strike when unarmed strike crits), Battle Caster, Leap Attack (10 feet of horizontal jump in a charge (DC 10), double power attack damage)
Skills: Concentration +15 (+19 casting defensively), Knowledge Arcana +5, Jump +11, Spellcraft +5 Tumble +11, Balance +11, Intimidate +13
Traits: Abrasive, Reckless
Possessions: +5 Breastplate, Belt of Giant's Strength +4, Gloves of Dexterity +2, Amulet of Health +2
Ice Climbers
Popo and Nana (both have the same sheet)
Halfling Warmage 5/Cold Savant 3
N Small Humanoid
Init: +3; Senses; Listen +1, Spot -1
Languages: Common, Japanese, Aquan
--------------
AC: 20, Touch 20, Flatfooted 16
HP: 36 (8 HD)
Immune: Sleep
Resistance: Cold 5
Fort: +4, Ref +7, Will +7 (+9 vs fear)
----------------
Speed: 20 ft (4 squares)
Melee: Warhammer +8/+3 (1d6+2, 20/x3)
Base Attack: +4, Grapple +0
Spells:
4th- 3/day- DC 17
3rd- 6/day- DC 16
2nd- 7/day- DC 15
1st- 7/day- DC 14
0th- 6/day- DC 13
--------
Abilities: Str 10 Dex 18 Con 12 Int 14 Wis 8 Cha 16
SQ: Warmage Edge +2, Cold Specialty, Cold Penetration +2, Armored Mage (Light), Advanced Learning (Tenser's Floating Disk)
Feats: Still Spell, Energy Substitution (Cold), Cooperative Spellcasting
Skills: Knowledge (Arcana) +13, Knowledge (The Planes) +9, Concentration +11, Jump +3
Possessions: +1 Skillful Small Warhammer, Amulet of Health +2, Gloves of Dexterity +2
Link
Link
Elf Fighter 10
NG medium Humanoid
Init: +2 Senses Spot +1, Listen +1, Low-Light Vision
Languages: Common, Elven, Sylvan
----------
AC: 25, touch 21, flatfooted 23, dodge, mobility, Deflect Arrows (Reflex DC 20)
HP: 69 (10 HD)
Immune: Sleep
Resist: +2 vs. Enchantments
Fort +9, Ref +5, Will +1
-------
Speed: 30 ft.
Melee: Longsword +18/+13 (1d8+9/19-20) or Longsword +14/+9 and Shield Bash +9 (1d4+1)
Ranged: Masterwork Shortbow +13 (1d6/x3, range 60 ft.)
Ranged: Boomerang +12 (1d4 nonlethal, range 20 ft)
Ranged: Bomb +12 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
Ranged Touch: Hookshot +12 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
Base Attack +10, Grp: +13
Atk Options: Whirlwind Attack, Spring Attack
------
Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
Skills: Ride +15, Jump +15, Tumble +7
Traits: Passionate, Honest
Possessions: Longsword +4, Bomb Bag, Hookshot, MW Shortbow, Arrow Deflecting Large Steel Shield +1, Ring Of Protection +1
Luigi
Luigi Mario
Human Monk 10
LG Medium Humanoid
Init: +2; Senses Spot +1, Listen +1
----------------
AC: 20, Touch 20, Flatfooted 18 Combat Expertise, Cautious, Deflect Arrows, Snatch arrows
hp 58 (10 HD)
Immune normal disease
Resist improved evasion
Fort +8, Ref +9, Will +8 (+10 against enchantments, +7 against fear, +9 against fear enchantments)
Weakness: -2 on Strength checks to avoid being bull rushed or overrun
-------------
Speed 60 ft. (12 squares)
Melee Unarmed Strike +13/+13/+8 (1d10+6)
Base Atk +7, Grp +15
Atk Options Combat Expertise, Improved Trip, Power Attack, Flying Kick, Ki strike (magic), Ki Strike (lawful)
Special Actions: Wholeness of body (20 hp/day)
--------
Abilities: Str 18 Dex 15 Con 12 Int 13 Wis 12 Cha 8
SQ: Slow Fall 50 ft.
Feats: Improved Grapple, Deflect Arrows, Improved Trip, Combat Expertise, Clever Wrestling, Power Attack, Flying Kick, Snatch Arrows
Traits: Skinny, Cautious
Skills: Jump +41, Tumble +17, Climb +17, Escape Artist +16, Profession +14, Craft (Structural) +14
Possessions: Ring of Improved Jumping, Belt of Giant's Strength+4, Amulet of Natural Weapons +2
Mario
Mario Mario
Human Strong 4/Tough 4/Sorcerer 2
NG Medium Humanoid
Init:+0; Senses Listen -1, Spot -1
---------------------------
AC: 19, Touch 19, Flatfooted 10
hp 72 (10 HD), DR 1/-
Fort +6, Ref +2, Will +4
+2 on Strength checks to avoid being bull rushed or overrun
------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +17/+12 (1d8+8+1d6 fire)
Base Atk +8, Grp +14
Atk Options: Streetfighting, Knockout Punch, Power Attack
Sorcerer Spells Known (CL 2nd):
1st (5/day) --Lesser Orb of Fire, Enlarge Person
0th (6/day) --Light, Arcane Mark, Resistance, Detect Magic, Detect Poison
--------------
Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 8 Cha 12
Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-
Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts
Occupation: Blue Collar [Climb, Craft (Structural), Profession]
Traits: Brawler, Stout
Skills: Jump +35, Tumble +10, Climb +18, Craft (Structural) +15, Profession +13, Escape Artist -1
Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +1 Flaming
Marth
Marth
Human Fighter 10
NG Medium Humanoid
Init: +4; Senses: Listen +0, Spot +0
Languages: Common, Japanese
---------------
AC: 25, Touch 23, Flatfooted 21, Dodge, Mobility, Combat Expertise, Improved Combat Expertise, Karmic Strike, Cautious
HP: 69 (10 HD)
Fort: +9, Ref: +6, Will: +3 (+2 vs. fear)
---------------------
Speed: 40 ft (8 squares)
Melee: Bastard Sword +16/+11 (1d10+7 or 1d10+8, 17-20/x2)
Base Attack: +10/+5, Grapple: +12
Atk Options: Spring Attack, Combat Reflexes, Defensive Strike, Karmic Strike
------
Abilities: Str 15, Dex 18, Con 14, Int 13, Wis 10, Cha 8
Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Mobility, Spring Attack, Improved Combat Expertise, Combat Reflexes, Defensive Strike
Traits: Quick, Cautious
Skills: Jump +18, Tumble +9, Sense Motive +6, Concentration +6, Swim +3
Possessions: +3 Keen Bastard Sword, Ring of Protection +2, Gloves of Dexterity +2, Amulet of Natural Health +2
Mewtwo
Mewtwo
Anthropomorphic Leopard Warlock 6
NE Medium Monstrous Humanoid
Init +4, Senses Listen +2, Spot +2, Low Light Vision, Darkvision, Scent
Languages: Common, Pokemon, Japanese
-----------------
AC: 21, Touch 21, Flatfooted 17
hp: 73, DR 1/cold iron
Resist: Evasion
Fort +8, Ref +10, Will +11
------------
Speed: 30 ft, Climb 20 ft.
Melee: Claw +12/+7 (1d3+6)
Ranged: Eldritch Blast +10 (3d6)
Base Attack +6, Grp +11 (+13 to escape/avoid a grapple)
Atk Options: Hideous Blow, Psionic Weapon
Special Actions: Psionic Medidation
Spell-Like Abilities: Eldritch Blast (3d6), Detect Magic, Hideous Blow, Leaps and Bounds, Entropic Warding, Flee the Scene
---------------------
Abilities: Str 22, Dex 18, Con 20, Int 14, Wis 14, Cha 16
Feats: Weapon Finesse, Wild Talent, Psionic Weapon, Psionic Meditation
Traits: Abrasive, Slippery
Skills: Concentration +16, Jump +33, Tumble +20, Intimidate +15, Balance +18, Climb +14, Hide +7, Move Silently +7, Diplomacy +2, Bluff +2
Possessions: Ring of Evasion, Belt of Giant's Strength +4, Gloves of Dexterity +2, Cloak of Resistance +1 (has gold left, need to deal withthat)
Ness
Ness
Human Psychic Warrior 10
NG Medium Humanoid
Init -1; Senses Listen +3, Spot +3
Langages: Common, Dog, Mouse
---------------------
AC 18, touch 18, flatfooted 18, Inertial Armor, Force Screen, Mental Barrier
HP 72 (10 HD)
Fort +8, Ref +2, Will +6
----------
Speed 30 ft. (6 squares)
Melee: Baseball bat +11/+6 (1d10+1d4+5. [2d10+1d4+1d6+10 on critical hits])
Melee: Yo-Yo +7 (1d4+2)
Base Attack +7/+2 Grapple +9
Atk Options: Psionic Weapon, Greater Psionic Weapon
Power Points: 42
Powers Known (ML 10th [ML 12 to overcome power resistance]):
4th- Energy Adaptation
3rd- Mental Barrier, Evade Burst, Exhalation of the Red Dragon
2nd- Specified Energy Adaptation, Levitate, Lion's Charge, Energy Missile (DC 16)
1st- Inertial Armor, Grip of Iron, Force Screen, Energy Ray
----------------
Abilities: Str 14 Dex 8 Con 12 Int 14 Wis 16 Cha 10
Feats: Exotic Weapon Proficiency (Spindle Disk), Combat Manifestation, Psionic Body, Mental Leap, Psionic Weapon, Psionic Meditation, Expanded Knowledge (Energy Ray), Greater Psionic Weapon, Expanded Knowledge (Energy Missile)
Skills: Jump +17, Autohypnosis +18, Tumble +7, Concentration +14 (+18 when manifesting defensively, manifesting while grappling, or becoming psionically focused), Climb +15
Possessions: Masterwork Spindel Disk (Yo-Yo), +2 Psychokinetic Burst Greatclub (Baseball Bat), Psionatrix of Psychokenisis, Third Eye of Penetration
Spindle Disk: A spindle disk is a tiny exotic melee weapon. The fist-sized sharpened crystal disk has a seam around the edge and a 3-foot cord wrapped into the seam. It is used like a yo-yo; the wielder spins the disk outward at a target, and, if it misses, it automatically winds itself up again (it can be used to make iterative attacks). If the disk hits a target, it must be wound manually (a move-equivalent action) before it can be used to attack again. A spindle disk is technically a thrown item and uses the wielder's Dexterity bonus instead of Strength for the attack roll, although it does not provoke an attack of opportunity when used. The wielder's Strength bonus applies to damage.
Cost 5 gp; damage 1d4, critical x2, weight 3 lb., type bludgeoning.
Pichu
Pichu
N Tiny Magical Beast
Init: +12, Senses Spot +2, Listen +2, Darkvision 60, Low-Light vision
Languages: Pikachu
-------
AC: 19, touch 19, flat-footed 12; Dodge, Mobility
HP: 39 (10 HD)
Resist: Evasion, Electricity 10
Fort +6, Ref +14, Will +5
--------
Speed: 40 ft(8 squares)
Melee: Slam +11 (1d2-1+2d6 [1d6 to pichu))
Ranged Touch: Thundershock +19 (1d3+2d6+5 Nonlethal electricity [1d6 to pichu], Range 5 ft.)
Base Attack +10, Grp +1 (+2 to avoid/escape a grapple)
Atk Options: Spring Attack, Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 2d3+2d6+10 electric damage to 5 foot radius burst, Ref Half DC 22 [1d6 to pichu])
------------
Abilities: Str 9, Dex 24, Con 9, Int 9, Wis 14, Cha 21
Skills: Tumble +20
Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
Traits: Quick, Slippery
Possessions: Belt of Magnificence +2, Boots of Striding and Springing, +1 Vicious Amulet of Natural Weapons, +0 Goggles
"The goggles! They do nothing!"
Pikachu
Pikachu
N Small Magical Beast
Init: +12, Senses Spot +7, Listen +7, Darkvision 60, Low-Light vision
Languages: Pikachu
-------
AC: 22, touch 19, flat-footed 14; Dodge, Mobility
HP: 59 (10 HD)
Resist: Evasion, Electricity 10
Fort +7, Ref +15, Will +6
--------
Speed: 50 ft (10 squares)
Melee: Bite +12/+7 (1d3+1)
Ranged Touch: Thundershock +19/+14 (1d8+6 electricity, 10 ft range)
Base Attack +10, Grp +7
Atk Options: Spring Attack, High Voltage (nonlethal damage at will), Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 10d4 electric damage to 5 foot radius burst, Ref Half DC 23)
------------
Abilities: Str 13, Dex 26, Con 10, Int 11, Wis 16, Cha 23
Special Qualities: Agility (Hasted for 15 rounds/day, need not be consecutive, activated or suppressed as a free action)
Skills: Spot +7, Listen +7, Hide +18, Move Silent +14, Jump +15
Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
Possessions: Belt of Magnificence +2, Boots of Striding and Springing, Ring of Protection +3
Roy
Roy
Human Fighter 10
NG Medium Humanoid
Init: +4; Senses: Listen +0, Spot +0
Languages: Common, Japanese
---------------
AC: 22, Touch 20, Flatfooted 20, Dodge, Mobility, Combat Expertise, Karmic Strike
HP: 79 (10 HD)
Fort: +9, Ref: +5, Will: +3
---------------------
Speed: 30 ft (6 squares)
Melee: Bastard Sword +15/+10 (1d10+8+1d6 fire, 17-20/x2 [2d10+16+1d6 fire+1d10 fire] +4 to confirm critical hits)
Melee: Bastard Sword, Two hands +15/+10 (1d10+10+1d6 fire, as above)
Base Attack: +10/+5, Grapple: +14
Atk Options: Power Attack, Cleave, Defensive Strike, Karmic Strike, Power Critical, Combat Reflexes
------
Abilities: Str 18, Dex 15, Con 14, Int 13, Wis 10, Cha 8
Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Power Critical, Power Attack, Cleave, Combat Reflexes, Defensive Strike
Traits: Aggressive, Reckless
Skills: Jump +15, Tumble +8, Sense Motive +6, Climb +14, Swim +5
Possessions: +1 Keen Flaming Burst Bastard Sword, Ring of Protection +2, Gauntlets of Ogre's Power +2, Amulet of Natural Health +2
Young Link
Young Link
Young Elf Fighter 10
NG Small Humanoid
Init: +4 Senses Spot +1, Listen +1, Low-Light Vision
Languages: Common, Elven, Sylvan
----------
AC: 28, touch 24, flatfooted 24, dodge, mobility, Deflect Arrows (Reflex DC 20)
HP: 59 (10 HD)
Immune: Sleep
Resist: +2 vs. Enchantments
Fort +8, Ref +6, Will +1
-------
Speed: 40 ft. (8 squares)
Melee: Small +3 Longsword, +17/+12 (1d6+7, 19-20/x2) or Longsword +13/+8 and Shield Bash +9 (1d3+1)
Ranged: +1 Flaming Shortbow +16 (1d4+1d6 fire, 20/x3, range 60 ft.)
Ranged: Boomerang +16 (1d3+2 nonletal, range 20 ft)
Ranged: Bomb +15 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
Ranged Touch: Hookshot +15 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
Base Attack +10, Grp: +8
Atk Options: Whirlwind Attack, Spring Attack
------
Abilities: Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
Skills: Ride +17, Jump +18, Tumble +9
Traits: Quick, Passionate
Possessions: Small Longsword +3, Bomb Bag, Hookshot, MW Boomerang, +1 Flaming Shortbow, Arrow Deflecting Large Wooden Shield +1, Ring Of Protection +1, Gloves of Dexterity +2, Amulet of Health +2
Princess Zelda
High Elf Sorcerer 10
LG Medium Humanoid (Elf)
Init: +3; Senses Spot +5, Listen +5, Low-Light Vison
Languages: Common, Elven
---------------------------
AC: 18, Touch 18, Flatfooted 15
HP: 62 (10 HD)
Immune: Sleep
Fort: +6, Ref +7, Will +11 (+13 vs. enchantment spells or effects)
------------------------
Speed: 30 ft
Melee Spiked Chain +6 , 2d4+1+1d6 electricity
Ranged Shuriken +8, 1d2
Base Atk +5 Grp +5
Atk Options:
Sorcerer Spells Known: (CL 10th):
Level 5, 3/day: Nightstalker's Transformation
Level 4, 5/day: Dimension Door, Spell Enhancer
Level 3, 7/day: Fireball, Dispel Magic, Wind Wall
Level 2, 7/day: Swift Fly, Owl's Wisdom, Gust of Wind, Protection from Arrows
Level 1, 7/day: Jump, Distract Assailant, Shocking Grasp, Disguise Self, Shield
Level 0, 6/day: Resistance, Prestidigiation, Mage Hand, Ghost Sound, Flare, Detect Magic, Daze, Sonic Snap
----------------------------------
Str 10 Dex 16 Con 14 Int 10 Wis 17 Cha 17
Feats: Exotic Weapon Proficiency (Spiked Chain), Exotic Weapon Proficiency (Shuriken), Versatile Spellcaster, Improved Toughness
Skills: Concentration +13, Spellcraft +13
Possessions: 100 Shuriken, +1 Shocking Spiked Chain, 4 potions of Cat's Grace, Amulet of Health +4, Cloak of Charisma +4, Gauntlets of Ogre's Power +2, Vest of Resistance +1, Ring of Feather Falling, Spell Component Pouch, 250 GP remaining
All right, I am currently on a quest to turn all 25 1/2 characters from Super Smash Brothers Melee into d20 characters. Here's what I've got so far. Any help would be appreciated greatly!
Basic rules:
-All characters must have ECL 10
-All races and classes allowed
-Monster races encouraged
I'm putting them down here in order of how much of an idea I have of what they should be like. Note that for some characters I listed more or less feats or abilities than they actually get, this is for brainstorming purposes. Here goes...
Falco: Anthro Eagle Fast/Strong/Tough (3/2/2)
Zelda: Sorcerer 10, High Elf Feats: 4
Sheik: Rogue 10, High Elf Feats: 4
(Can't figure out how to mesh them)
Peach: Charismatic hero? Aristocrat?
Yoshi: Done as Monster?
Kirby: Not a clue
Samus: Can't figure it out at ALL.
Jigglypuff: No clue.
Pichu: No clue
And now, the theoretically finished sheets! Note that if the AC doesn't add up, it means I'm using Class Defense Bonus from Unearthed Arcana.
Bowser
King Bowser Koopa
NE Large Dragon
Init -2; Senses Listen +1, Spot +1, Darkvision 60', low-light vision
Languages: Common
----------------
AC 19 (-2 dex, +10 natural armor, -1 size, +2 bracers), touch 7, flatfooted 19, Light fortification
hp: 118 (10 HD)
Immune: Magical sleep and paralysis
Fort +10, Ref +5, Will +8
--------------
Speed: 15 ft.
Melee 2 Claws +16 (1d8+9, 19-20/x4) and Bite +14 (1d8+9, 19-20)
Melee Spike Slam +16 (1d8+12, 19-20)
Space: 10 foot by 10 foot
Reach: 10 feet
Base Attack +10; Grapple +21
Special Actions: Breath Weapon (Cone of Fire or Firestream)
Atk Options: Maximize Breath
---------------------
Abilities: Str 24, Dex 6, Con 17, Int 10, Wis 12, Cha 13
Feats: Improved Toughness, Multiattack, Improved Natural Weapon (Claw), Maximize Breath
Traits: Slow, Reckless
Skills: Intimidate +16 Bluff +14 Use Magic Device +14 Diplomacy +16 Concentration +16 Knowedge (Nobility and History) +13
Possessions: Claws of the Ripper, Gemstone of Light Fortification, Belt of Giant's Strength +4, Amulet of Mighty Fists +1 Keen, Bracers of Armor +2
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Breath Weapon (Ex): Once every 1d4 rounds. 30 foot Cone of fire (5d6 damage, reflex half DC 18.) or Fire Stream (30 foot line, 2d6 fire, reflex half DC 18. If Reflex save failes, fort save DC 18 or dazed for one round. May be maintained for a number of rounds equal to 1+Bowser's con modifier by Concentration. The 1d4 rounds to determine how long Bowser must wait before using his breath weapon again don't start until fire stream ends)
Captain Falcon
Captain Falcon
Human Monk 10
LN Medium Humanoid
Init: +7; Senses: Listen +2, Spot +2
Languages: Common
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AC: 24, touch 23, flatfooted 20 Dodge (+2), Mobility
HP: 68 (10 HD)
Immune: normal disease
Resist: Improved evasion
Fort: +10, Ref: +11, Will: +9 (+11 vs enchantments)
Weaknesses: -2 on strength checks vs. bullrush and overrun attacks
------
Speed: 85 feet (17 squares)
Melee: Unarmed Strike +11/+11/+6 (1d10+4)
Base Attack: +7/+2, Grapple: +16
Atk Options: Power Attack, Spring Attack, Ki Strike (Magic, Lawful), Improved Grapple, Flying Kick (+1d12 damage on unarmed charge)
-------------
Abilities: Str:18, Dex 18, Con 16, Int 10, Wis 14, Cha 8
Special actions: Wholeness of Body (20 hp/day)
SQ: fast movement, slow fall 50
Feats: Dash, Improved Initiative, DodgeB (+2 bonus), MobilityB, Spring AttackB, Improved Grapple, Power Attack, Flying Kick, Improved Unarmed Strike
Traits: Skinny, Quick
Skills: Jump +44, Tumble +17, Balance +17, Escape Artist +26, Sense Motive +15
Possessions: Boots of Striding and Springing, Belt of Giant's Strength +4, Amulet of Health +4, Gloves of Dexterity +2, Vest of Escape, Ring of Protection +1
Doctor Mario
Doctor Mario
Human Strong 4/Tough 4/Dedicated 2
NG Medium Humanoid
Init:+0; Senses Listen -1, Spot -1
---------------------------
AC: 19, Touch 19, Flatfooted 10
hp 74 (10 HD), DR 1/-
Fort +8, Ref +2, Will +5
+2 on Strength checks to avoid being bull rushed or overrun
------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +18/+13 (1d8+9)
Ranged Thrown Pill +8 (1d2+5) [20 foot range increment)
Base Atk +8, Grp +14
Atk Options: Streetfighting, Knockout Punch, Power Attack
--------------
Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 12 Cha 8
Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-, Skill Emphasis (Jump)
Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts, Far Shot
Occupation: Doctor [Craft (Pharmeceutical), Treat Injury]
Traits: Brawler, Stout
Skills: Jump +38, Tumble +10, Treat Injury +14, Craft (Pharmeceutical) +15, Profession +14, Sense Motive +3, Knowledge (Earth and Life Sciences) +4, Escape Artist -1
Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +2, Arbitrarily large amount of Pills
Donkey Kong
Donkey Kong
Awakened Ape
CG Large Magical Beast (Augmented Animal)
Init -1; Senses: Listen +16, Spot +16, Low-Light Vision, Scent
Languages: Common
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AC: 16, Touch 10, Flatfooted 15
HP: 98 (10 HD)
Fort +12, Ref +8, Will +6 (+7 vs. enchantment [compulsion] effects)
-------
Speed: 30 ft. (6 squares), Climb 30 ft.
Melee: Slam +17/+12 and Slam +12 (1d6+11)
Base Attack: +7/+2, Grapple: +26
Atk Options: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
------------
Abilities: Str 32, Dex 13, Con 20, Int 10, Wis 16, Cha 10
Feats: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
Skills: Spot +16, Listen +16, Jump +12, Climb +20
Traits: Musclebound, Torpid
Possessions: Belt of Giant's Strength +6, Amulet of Health +2, Bracers of Armor +3
Fox
Fox McCloud
Anthropomorphic Fox Fast Hero 7
CG Medium Monstrous Humanoid
Init +5; Senses Listen +3, Spot +3, Low Light Vision
Languages: Common, Japanese
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AC: 28 (10+6 defense +1 natural +6 dex +5 Armor), Touch 22, Flatfooted 16, Dodge, Mobility
hp: 53 (9 HD)
Resist: Evasion
Fort: +5, Ref +14, Will +6
--------------
Speed: 55 feet (11 squares)
Melee Unarmed Strike +13/+8 (1d3+2)
Melee Pistol Whip +14/+14/+9 (1d4+3)
Ranged Blaster +14/+14 (2d6+1) or +12/+12/+12 (2d6+1) or +12/+12 (3d6+1) or +10/+10/+10 (3d6+1) (Range 50 feet)
Base Attack: +7/+2, Grapple +8 (+10 to escape a grapple)
Atk Options: Improved Unarmed Strike, Point Blank Shot, Rapid Shot, Double Tap
-------------------
Abilities: Str 14, Dex 22, Con 14, Int 12, Wis 12, Cha 10
SQ: Scent
Feats: Weapon Finesse, Personal Firearms Proficiency, Mobility, Double Tap, Dodge, Point Blank Shot, Rapid Shot, Improved Unarmed Strike, Light Armor Proficiency
Talents: Increased Speed, Improved Increased Speed, Advanced Increased Speed, Evasion
Traits: Quick, Slippery
Starting Occupation: Military (Drive, Pilot), Light Armor Proficiency
Skills: Jump +29, Tumble +20, Escape Artist +18 (+19 to escape grapples), Pilot +14, Drive +14
Possesions: +1 Blaster of Speed, +3 Light Undercover Shirt, Gloves of Dexterity +2, Ring of Jumping, Cloak of Resistance +1
Ganondorf
Ganondorf
Human Fighter 1/Monk 1/Warlock 4/Enlightened Fist 4
LE Medium Humanoid
Init: +1; Senses: Spot -1, Listen -1
Languages: Common
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AC: 22, Touch 12, Flatfooted 20
hp: 75 (10 HD), DR 1/cold iron
Resist: (Dark One's Own Luck, +2 to any one save for 24 hours)
Fort +9, Ref +9, Will +9
--------
Speed: 20 ft (4 squares)
Melee: Unarmed Strike +11/+6 (1d8+6) or Unarmed Strike +9/+9/+4
Base Attack +7/+2, Grapple +16
Atk Options: Stunning Fist 6/day, Improved Grapple, Power Attack, Roundabout Kick, Leap Attack, Ki Strike (Magic), Arcane Fist, Fist of Energy, Hideous Blow
Special Attacks:
Ranged Touch: Eldritch Blast +8 (4d6)
Special Actions: Dark One's Own Luck
Spell-Like Abilities: Detect Magic, Hideous Blow, Leaps and Bounds, Dark One's Own Luck, Curse of Despair (DC 16)
--------------------
Abilities:
Str: 20 Dex 14 Con 16 Int 10 Wis 8 Cha 14
SQ: Decieve Item
Feats: Combat Casting, Improved Grapple, Stunning Fist, Power Attack, Roundabout Kick (Free unarmed strike when unarmed strike crits), Battle Caster, Leap Attack (10 feet of horizontal jump in a charge (DC 10), double power attack damage)
Skills: Concentration +15 (+19 casting defensively), Knowledge Arcana +5, Jump +11, Spellcraft +5 Tumble +11, Balance +11, Intimidate +13
Traits: Abrasive, Reckless
Possessions: +5 Breastplate, Belt of Giant's Strength +4, Gloves of Dexterity +2, Amulet of Health +2
Ice Climbers
Popo and Nana (both have the same sheet)
Halfling Warmage 5/Cold Savant 3
N Small Humanoid
Init: +3; Senses; Listen +1, Spot -1
Languages: Common, Japanese, Aquan
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AC: 20, Touch 20, Flatfooted 16
HP: 36 (8 HD)
Immune: Sleep
Resistance: Cold 5
Fort: +4, Ref +7, Will +7 (+9 vs fear)
----------------
Speed: 20 ft (4 squares)
Melee: Warhammer +8/+3 (1d6+2, 20/x3)
Base Attack: +4, Grapple +0
Spells:
4th- 3/day- DC 17
3rd- 6/day- DC 16
2nd- 7/day- DC 15
1st- 7/day- DC 14
0th- 6/day- DC 13
--------
Abilities: Str 10 Dex 18 Con 12 Int 14 Wis 8 Cha 16
SQ: Warmage Edge +2, Cold Specialty, Cold Penetration +2, Armored Mage (Light), Advanced Learning (Tenser's Floating Disk)
Feats: Still Spell, Energy Substitution (Cold), Cooperative Spellcasting
Skills: Knowledge (Arcana) +13, Knowledge (The Planes) +9, Concentration +11, Jump +3
Possessions: +1 Skillful Small Warhammer, Amulet of Health +2, Gloves of Dexterity +2
Link
Link
Elf Fighter 10
NG medium Humanoid
Init: +2 Senses Spot +1, Listen +1, Low-Light Vision
Languages: Common, Elven, Sylvan
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AC: 25, touch 21, flatfooted 23, dodge, mobility, Deflect Arrows (Reflex DC 20)
HP: 69 (10 HD)
Immune: Sleep
Resist: +2 vs. Enchantments
Fort +9, Ref +5, Will +1
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Speed: 30 ft.
Melee: Longsword +18/+13 (1d8+9/19-20) or Longsword +14/+9 and Shield Bash +9 (1d4+1)
Ranged: Masterwork Shortbow +13 (1d6/x3, range 60 ft.)
Ranged: Boomerang +12 (1d4 nonlethal, range 20 ft)
Ranged: Bomb +12 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
Ranged Touch: Hookshot +12 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
Base Attack +10, Grp: +13
Atk Options: Whirlwind Attack, Spring Attack
------
Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
Skills: Ride +15, Jump +15, Tumble +7
Traits: Passionate, Honest
Possessions: Longsword +4, Bomb Bag, Hookshot, MW Shortbow, Arrow Deflecting Large Steel Shield +1, Ring Of Protection +1
Luigi
Luigi Mario
Human Monk 10
LG Medium Humanoid
Init: +2; Senses Spot +1, Listen +1
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AC: 20, Touch 20, Flatfooted 18 Combat Expertise, Cautious, Deflect Arrows, Snatch arrows
hp 58 (10 HD)
Immune normal disease
Resist improved evasion
Fort +8, Ref +9, Will +8 (+10 against enchantments, +7 against fear, +9 against fear enchantments)
Weakness: -2 on Strength checks to avoid being bull rushed or overrun
-------------
Speed 60 ft. (12 squares)
Melee Unarmed Strike +13/+13/+8 (1d10+6)
Base Atk +7, Grp +15
Atk Options Combat Expertise, Improved Trip, Power Attack, Flying Kick, Ki strike (magic), Ki Strike (lawful)
Special Actions: Wholeness of body (20 hp/day)
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Abilities: Str 18 Dex 15 Con 12 Int 13 Wis 12 Cha 8
SQ: Slow Fall 50 ft.
Feats: Improved Grapple, Deflect Arrows, Improved Trip, Combat Expertise, Clever Wrestling, Power Attack, Flying Kick, Snatch Arrows
Traits: Skinny, Cautious
Skills: Jump +41, Tumble +17, Climb +17, Escape Artist +16, Profession +14, Craft (Structural) +14
Possessions: Ring of Improved Jumping, Belt of Giant's Strength+4, Amulet of Natural Weapons +2
Mario
Mario Mario
Human Strong 4/Tough 4/Sorcerer 2
NG Medium Humanoid
Init:+0; Senses Listen -1, Spot -1
---------------------------
AC: 19, Touch 19, Flatfooted 10
hp 72 (10 HD), DR 1/-
Fort +6, Ref +2, Will +4
+2 on Strength checks to avoid being bull rushed or overrun
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +17/+12 (1d8+8+1d6 fire)
Base Atk +8, Grp +14
Atk Options: Streetfighting, Knockout Punch, Power Attack
Sorcerer Spells Known (CL 2nd):
1st (5/day) --Lesser Orb of Fire, Enlarge Person
0th (6/day) --Light, Arcane Mark, Resistance, Detect Magic, Detect Poison
--------------
Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 8 Cha 12
Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-
Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts
Occupation: Blue Collar [Climb, Craft (Structural), Profession]
Traits: Brawler, Stout
Skills: Jump +35, Tumble +10, Climb +18, Craft (Structural) +15, Profession +13, Escape Artist -1
Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +1 Flaming
Marth
Marth
Human Fighter 10
NG Medium Humanoid
Init: +4; Senses: Listen +0, Spot +0
Languages: Common, Japanese
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AC: 25, Touch 23, Flatfooted 21, Dodge, Mobility, Combat Expertise, Improved Combat Expertise, Karmic Strike, Cautious
HP: 69 (10 HD)
Fort: +9, Ref: +6, Will: +3 (+2 vs. fear)
---------------------
Speed: 40 ft (8 squares)
Melee: Bastard Sword +16/+11 (1d10+7 or 1d10+8, 17-20/x2)
Base Attack: +10/+5, Grapple: +12
Atk Options: Spring Attack, Combat Reflexes, Defensive Strike, Karmic Strike
------
Abilities: Str 15, Dex 18, Con 14, Int 13, Wis 10, Cha 8
Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Mobility, Spring Attack, Improved Combat Expertise, Combat Reflexes, Defensive Strike
Traits: Quick, Cautious
Skills: Jump +18, Tumble +9, Sense Motive +6, Concentration +6, Swim +3
Possessions: +3 Keen Bastard Sword, Ring of Protection +2, Gloves of Dexterity +2, Amulet of Natural Health +2
Mewtwo
Mewtwo
Anthropomorphic Leopard Warlock 6
NE Medium Monstrous Humanoid
Init +4, Senses Listen +2, Spot +2, Low Light Vision, Darkvision, Scent
Languages: Common, Pokemon, Japanese
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AC: 21, Touch 21, Flatfooted 17
hp: 73, DR 1/cold iron
Resist: Evasion
Fort +8, Ref +10, Will +11
------------
Speed: 30 ft, Climb 20 ft.
Melee: Claw +12/+7 (1d3+6)
Ranged: Eldritch Blast +10 (3d6)
Base Attack +6, Grp +11 (+13 to escape/avoid a grapple)
Atk Options: Hideous Blow, Psionic Weapon
Special Actions: Psionic Medidation
Spell-Like Abilities: Eldritch Blast (3d6), Detect Magic, Hideous Blow, Leaps and Bounds, Entropic Warding, Flee the Scene
---------------------
Abilities: Str 22, Dex 18, Con 20, Int 14, Wis 14, Cha 16
Feats: Weapon Finesse, Wild Talent, Psionic Weapon, Psionic Meditation
Traits: Abrasive, Slippery
Skills: Concentration +16, Jump +33, Tumble +20, Intimidate +15, Balance +18, Climb +14, Hide +7, Move Silently +7, Diplomacy +2, Bluff +2
Possessions: Ring of Evasion, Belt of Giant's Strength +4, Gloves of Dexterity +2, Cloak of Resistance +1 (has gold left, need to deal withthat)
Ness
Ness
Human Psychic Warrior 10
NG Medium Humanoid
Init -1; Senses Listen +3, Spot +3
Langages: Common, Dog, Mouse
---------------------
AC 18, touch 18, flatfooted 18, Inertial Armor, Force Screen, Mental Barrier
HP 72 (10 HD)
Fort +8, Ref +2, Will +6
----------
Speed 30 ft. (6 squares)
Melee: Baseball bat +11/+6 (1d10+1d4+5. [2d10+1d4+1d6+10 on critical hits])
Melee: Yo-Yo +7 (1d4+2)
Base Attack +7/+2 Grapple +9
Atk Options: Psionic Weapon, Greater Psionic Weapon
Power Points: 42
Powers Known (ML 10th [ML 12 to overcome power resistance]):
4th- Energy Adaptation
3rd- Mental Barrier, Evade Burst, Exhalation of the Red Dragon
2nd- Specified Energy Adaptation, Levitate, Lion's Charge, Energy Missile (DC 16)
1st- Inertial Armor, Grip of Iron, Force Screen, Energy Ray
----------------
Abilities: Str 14 Dex 8 Con 12 Int 14 Wis 16 Cha 10
Feats: Exotic Weapon Proficiency (Spindle Disk), Combat Manifestation, Psionic Body, Mental Leap, Psionic Weapon, Psionic Meditation, Expanded Knowledge (Energy Ray), Greater Psionic Weapon, Expanded Knowledge (Energy Missile)
Skills: Jump +17, Autohypnosis +18, Tumble +7, Concentration +14 (+18 when manifesting defensively, manifesting while grappling, or becoming psionically focused), Climb +15
Possessions: Masterwork Spindel Disk (Yo-Yo), +2 Psychokinetic Burst Greatclub (Baseball Bat), Psionatrix of Psychokenisis, Third Eye of Penetration
Spindle Disk: A spindle disk is a tiny exotic melee weapon. The fist-sized sharpened crystal disk has a seam around the edge and a 3-foot cord wrapped into the seam. It is used like a yo-yo; the wielder spins the disk outward at a target, and, if it misses, it automatically winds itself up again (it can be used to make iterative attacks). If the disk hits a target, it must be wound manually (a move-equivalent action) before it can be used to attack again. A spindle disk is technically a thrown item and uses the wielder's Dexterity bonus instead of Strength for the attack roll, although it does not provoke an attack of opportunity when used. The wielder's Strength bonus applies to damage.
Cost 5 gp; damage 1d4, critical x2, weight 3 lb., type bludgeoning.
Pichu
Pichu
N Tiny Magical Beast
Init: +12, Senses Spot +2, Listen +2, Darkvision 60, Low-Light vision
Languages: Pikachu
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AC: 19, touch 19, flat-footed 12; Dodge, Mobility
HP: 39 (10 HD)
Resist: Evasion, Electricity 10
Fort +6, Ref +14, Will +5
--------
Speed: 40 ft(8 squares)
Melee: Slam +11 (1d2-1+2d6 [1d6 to pichu))
Ranged Touch: Thundershock +19 (1d3+2d6+5 Nonlethal electricity [1d6 to pichu], Range 5 ft.)
Base Attack +10, Grp +1 (+2 to avoid/escape a grapple)
Atk Options: Spring Attack, Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 2d3+2d6+10 electric damage to 5 foot radius burst, Ref Half DC 22 [1d6 to pichu])
------------
Abilities: Str 9, Dex 24, Con 9, Int 9, Wis 14, Cha 21
Skills: Tumble +20
Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
Traits: Quick, Slippery
Possessions: Belt of Magnificence +2, Boots of Striding and Springing, +1 Vicious Amulet of Natural Weapons, +0 Goggles
"The goggles! They do nothing!"
Pikachu
Pikachu
N Small Magical Beast
Init: +12, Senses Spot +7, Listen +7, Darkvision 60, Low-Light vision
Languages: Pikachu
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AC: 22, touch 19, flat-footed 14; Dodge, Mobility
HP: 59 (10 HD)
Resist: Evasion, Electricity 10
Fort +7, Ref +15, Will +6
--------
Speed: 50 ft (10 squares)
Melee: Bite +12/+7 (1d3+1)
Ranged Touch: Thundershock +19/+14 (1d8+6 electricity, 10 ft range)
Base Attack +10, Grp +7
Atk Options: Spring Attack, High Voltage (nonlethal damage at will), Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 10d4 electric damage to 5 foot radius burst, Ref Half DC 23)
------------
Abilities: Str 13, Dex 26, Con 10, Int 11, Wis 16, Cha 23
Special Qualities: Agility (Hasted for 15 rounds/day, need not be consecutive, activated or suppressed as a free action)
Skills: Spot +7, Listen +7, Hide +18, Move Silent +14, Jump +15
Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
Possessions: Belt of Magnificence +2, Boots of Striding and Springing, Ring of Protection +3
Roy
Roy
Human Fighter 10
NG Medium Humanoid
Init: +4; Senses: Listen +0, Spot +0
Languages: Common, Japanese
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AC: 22, Touch 20, Flatfooted 20, Dodge, Mobility, Combat Expertise, Karmic Strike
HP: 79 (10 HD)
Fort: +9, Ref: +5, Will: +3
---------------------
Speed: 30 ft (6 squares)
Melee: Bastard Sword +15/+10 (1d10+8+1d6 fire, 17-20/x2 [2d10+16+1d6 fire+1d10 fire] +4 to confirm critical hits)
Melee: Bastard Sword, Two hands +15/+10 (1d10+10+1d6 fire, as above)
Base Attack: +10/+5, Grapple: +14
Atk Options: Power Attack, Cleave, Defensive Strike, Karmic Strike, Power Critical, Combat Reflexes
------
Abilities: Str 18, Dex 15, Con 14, Int 13, Wis 10, Cha 8
Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Power Critical, Power Attack, Cleave, Combat Reflexes, Defensive Strike
Traits: Aggressive, Reckless
Skills: Jump +15, Tumble +8, Sense Motive +6, Climb +14, Swim +5
Possessions: +1 Keen Flaming Burst Bastard Sword, Ring of Protection +2, Gauntlets of Ogre's Power +2, Amulet of Natural Health +2
Young Link
Young Link
Young Elf Fighter 10
NG Small Humanoid
Init: +4 Senses Spot +1, Listen +1, Low-Light Vision
Languages: Common, Elven, Sylvan
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AC: 28, touch 24, flatfooted 24, dodge, mobility, Deflect Arrows (Reflex DC 20)
HP: 59 (10 HD)
Immune: Sleep
Resist: +2 vs. Enchantments
Fort +8, Ref +6, Will +1
-------
Speed: 40 ft. (8 squares)
Melee: Small +3 Longsword, +17/+12 (1d6+7, 19-20/x2) or Longsword +13/+8 and Shield Bash +9 (1d3+1)
Ranged: +1 Flaming Shortbow +16 (1d4+1d6 fire, 20/x3, range 60 ft.)
Ranged: Boomerang +16 (1d3+2 nonletal, range 20 ft)
Ranged: Bomb +15 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
Ranged Touch: Hookshot +15 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
Base Attack +10, Grp: +8
Atk Options: Whirlwind Attack, Spring Attack
------
Abilities: Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
Skills: Ride +17, Jump +18, Tumble +9
Traits: Quick, Passionate
Possessions: Small Longsword +3, Bomb Bag, Hookshot, MW Boomerang, +1 Flaming Shortbow, Arrow Deflecting Large Wooden Shield +1, Ring Of Protection +1, Gloves of Dexterity +2, Amulet of Health +2
Princess Zelda
High Elf Sorcerer 10
LG Medium Humanoid (Elf)
Init: +3; Senses Spot +5, Listen +5, Low-Light Vison
Languages: Common, Elven
---------------------------
AC: 18, Touch 18, Flatfooted 15
HP: 62 (10 HD)
Immune: Sleep
Fort: +6, Ref +7, Will +11 (+13 vs. enchantment spells or effects)
------------------------
Speed: 30 ft
Melee Spiked Chain +6 , 2d4+1+1d6 electricity
Ranged Shuriken +8, 1d2
Base Atk +5 Grp +5
Atk Options:
Sorcerer Spells Known: (CL 10th):
Level 5, 3/day: Nightstalker's Transformation
Level 4, 5/day: Dimension Door, Spell Enhancer
Level 3, 7/day: Fireball, Dispel Magic, Wind Wall
Level 2, 7/day: Swift Fly, Owl's Wisdom, Gust of Wind, Protection from Arrows
Level 1, 7/day: Jump, Distract Assailant, Shocking Grasp, Disguise Self, Shield
Level 0, 6/day: Resistance, Prestidigiation, Mage Hand, Ghost Sound, Flare, Detect Magic, Daze, Sonic Snap
----------------------------------
Str 10 Dex 16 Con 14 Int 10 Wis 17 Cha 17
Feats: Exotic Weapon Proficiency (Spiked Chain), Exotic Weapon Proficiency (Shuriken), Versatile Spellcaster, Improved Toughness
Skills: Concentration +13, Spellcraft +13
Possessions: 100 Shuriken, +1 Shocking Spiked Chain, 4 potions of Cat's Grace, Amulet of Health +4, Cloak of Charisma +4, Gauntlets of Ogre's Power +2, Vest of Resistance +1, Ring of Feather Falling, Spell Component Pouch, 250 GP remaining