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imp_fireball
2009-08-05, 09:29 PM
I had already created an 8-bit translation thread before, but it got lost (google hath failed me).

So anyway, most of this attempt at a translation is humorous and includes homebrew material on this site (BM is actually of the 'blackmage' homebrew class, ie., while some of the other things are of my own invention). So read on, if you dare.

The Mages

Black Mage

Black Mage
Medium Humanoid (human), Black Mage (http://www.giantitp.com/forums/showthread.php?p=6409476#post6409476) 13
13d4-13 (19 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 9; touch 9; flat-footed 10 (-1 DEX)
BAB +6/+1; Grp +4
Standard attack Dagger +4 (1d4-2 Piercing, 20/x2)
Full-Attack Dagger +4/-1
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities Ugly as Sin, Unraveling the Nexus
Saves Fort +3 Ref +3 Will +6
Abilities Str 7, Dex 8, Con 9, Int 21, Wis 6, Cha 4
Skills Spellcraft +21, Use: Magic Device +16, Sense Motive +14, Appraise +21, Knowledge (Arcana) +21, Concentration +15, Decipher Script: +13, Search +21, Knowledge (Evil Religions) +13
Feats Scribe Scroll, Enlarge Spell, Spell Mastery (Hadoken, Meteor Swarm, Fireball, Lightning, Burning Hands), Spell Penetration, Greater Spell Penetration, Eschew Materials, Quicken Spell, Widen Spell
Environment Overworld
Organization Alone, with Fighter, or with Light Warriors (Red Mage, Thief, Fighter)
Challenge Rating 13
Treasure Anything Carried
Alignment CE
Advancement by Character Class
Level Adjustment +0

Ugly as Sin

Don't look at me!
- Black Mage, having accidentally revealed his true appearance to an unfortunate youngster

If Black Mage reveals his face to anyone, they must make a will save of a DC equal to his HD + his highest level spell component or begin cowering in fear. If sanity rules are used, then victim takes sanity damage equal to 1d4*Black Mage's HD.

Unraveling the Nexus

In da nuts!
- Black Mage, delivering a 'goblin punch'

Black Mage has unraveled the nexus of supposedly all that is magic and the fundamental forces of the universe. Thus, any supernatural attack or extraordinary ability that causes him to take damage, will immediately allow him to learn how to perform it himself.

If such an attack reduces Black Mage to 0 hp or less, however, the attack/feature/ability cannot be learned and the benefits cannot be reaped.

Spells

Black Mage has all the spells in this list (http://www.giantitp.com/forums/showthread.php?t=10105&highlight=stabbity), in addition to any other such spells that a 13th level Black Mage (http://www.giantitp.com/forums/showthread.php?p=6409476#post6409476) would learn.


Red Mage

Red Mage
Medium Humanoid (human), Red Mage (http://dicefreaks.forumz.cc/viewtopic.php?f=29&t=606) 13
13d8 (58 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 14 (+4 armor)
BAB +9/+4; Grp +9
Standard attack Longsword +9 (1d8 Piercing, 20/x2)
Full-Attack Longsword +9/+4
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities Instantaneous Mimic
Saves Fort +4 Ref +4 Will +4
Abilities Str 11, Dex 10, Con 11, Int 21, Wis 4, Cha 16
Skills Concentration +16, Mystic Arts +21, Survival +13, Martial Lore +21, Use: Mystic Device +15, Sense Motive +13, Knowledge (History) +21, Craft (Decorative Cake Frosting) +13, Disguise +15, Knowledge (Local) +21, Knowledge (Architecture and Engineering) +21, Gather Information +15,
Feats Leadership, Combat Expertise, Improved Disarm, Iron Will, Dodge, Mobility, Plan
Environment Overworld
Organization Alone, with Fighter, or with Light Warriors (Black Mage, Thief, Fighter)
Challenge Rating 13
Treasure Anything Carried
Alignment CN
Advancement by Character Class
Level Adjustment +0

Spells

Red Mage has a number of spells limited by an epic Red Mage (13th level). Note that the Red Mage on dicefreaks uses pathfinder rules.

Instantaneous Mimic

If Red Mage survives or witnesses a supernatural attack, then he may perform the same attack on the next round as a standard action. Red Mage does not 'learn' this attack and it may only be performed on the following round, or not at all.

Plan

This ability works just like the Smart Hero's 'Plan' talent (D20 Modern SRD), but with one subtle difference.

After creating the plan, Red Mage makes an Intelligence check (DC 10), without adding any Smart Hero levels as a bonus. The result of the check provides Red Mage and allies with a circumstance bonus in accordance to the table listed under the Smart Hero's Plan talent.

Failure, however, means that the light warriors will take a circumstantial penalty equal to however much the check failed by. Often times, in such circumstance, Red Mage will come up with a plan that is too zany to handle or that complicates things unnecessarily.


White Mage

White Mage
Medium Humanoid (human), Healer (http://dnd.wikia.com/wiki/Healer) 13
13d6 (45 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +9/+4; Grp +9
Standard attack Warhammer +9 (1d8 Bludgeoning, 20/x3)
Full-Attack Warhammer +9/+4
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities None
Saves Fort +8 Ref +7 Will +11
Abilities Str 11, Dex 10, Con 11, Int 10, Wis 21, Cha 12
Skills Heal +21, Knowledge (Arcana) +16, Sense Motive +21, Knowledge (Local) +16, Knowledge (History) +16, Intimidate +17
Feats Iron Will, Power Attack, Brutal Strikes, Run, Endurance, Lightning Reflexes
Environment Overworld
Organization Alone, or with Black Belt
Challenge Rating 11
Treasure Anything Carried
Alignment LG
Advancement by Character Class
Level Adjustment +0



The Meat Shields

Black Belt

Black Belt
Medium Humanoid (human), Monk 13
13d8 (58 hp)
Speed 70 ft. (14 squares)
Init: +0
AC 15; touch 15; flat-footed 12 (+3 DEX, -4 WIS, +2 Class)
BAB +9/+4; Grp +18
Standard attack Unarmed Strike +14 (2d6 +5 magic lawful bludgeoning, 20/x2), or Grapple +18
Full-Attack Flurry +14/+14/+14/+12/+10/+9 or Grapple +18
Space 5 ft.; Reach 5 ft.
Special Attacks None
Special Qualities Directionally Challenged
Saves Fort +8 Ref +11 Will +4
Abilities Str 20, Dex 17, Con 11, Int 10, Wis 3, Cha 12
Skills Perform (Martial Demonstration) +17, Knowledge (Martial Lore) +16, Knowledge (Religion) +16, Tumble +19, Jump +37
Feats Improved Grapple, Combat Reflexes, Improved Trip, Shield Ally, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack
Environment Overworld
Organization Alone, or with White Mage
Challenge Rating 11
Treasure Anything Carried
Alignment LN
Advancement by Character Class
Level Adjustment +0

Directionally Challenged

Seriously, this place is a labyrinth!

When betrothed the responsibility, Black Belt will automatically fail any attempts at navigation. Roll a percentage die whenever such an event occurs.

There's a 1% chance that Black Belt will affect time and space with his utter lack of comprehension; ultimately creating two versions of himself. Usually the second version is of a minor amount of direct variation in the time continuum (ie. one second behind/forward). The Black Belt 'clone' functions identical to a normal Black Belt, but can only be controlled directly if its position is forward in time. If it is 'backward', then it controls the 'forward' Black Belt.

As such, neither are independent of each other, so as to counterbalance any distinct advantage of having two Black Belts. Killing one will not destroy the other, however, since they are still physically distinct.

An 80% chance is given to the likelihood of Black Belt accomplishing a task that is directionally impossible (ie. scaling two ropes not attached to each other to get across a pit of hot lava).

NOTE: Whenever rolling the percentage, whatever occurs is the least likelihood rolled. Ie. If the odds listed are 20% and 5% and a 3 is rolled, then the 5% outcome occurs. If anything above 5 but below/equal to 20 is rolled, then the 20% outcome occurs and neither outcome occurs if anything above 20 is rolled.


Fighter

Fighter
Medium Humanoid (human), Fighter 13
13d10+39 (110 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 19; touch 11; flat-footed 18 (+1 DEX, +8 Armor)
BAB +13/+8/+3; Grp +18
Standard attack Longsword +18 (1d8+5, 19-20/x2 slashing) or Sword-Chuck +12 (1d8+5, 19-20/x2 slashing)
Full-Attack Longsword +14/+14/+14/+13/+8 or Sword-Chuck +8/+8/+8/+8/+8/+8/+7/+7/+2/+2
Space 5 ft.; Reach 5 ft.
Special Attacks None
Special Qualities Sudden Insight, Fire Immunity, Extreme Reflexes
Saves Fort +13 Ref +5 Will +2
Abilities Str 21, Dex 17, Con 14, Int 3, Wis 7, Cha 16
Skills Knowledge (Martial Lore) +12, Jump +9
Feats Great Fortitude, Two Weapon Fighting, Improved Two Weapon Fighting, Over-Sized Two Weapon Fighting, Endurance, Power Attack, Improved Bull Rush, Exotic Weapon Proficiency: Sword-Chuck, Improved Toughness, Shield Ally, Leap Attack, Dodge, Mobility, Spring Attack, Whirl Wind, Zodiac Kenshido First Tier, Zodiac Kenshido Second Tier, Zodiac Kenshido Third Tier, Zodiac Kenshido Fourth Tier
Environment Overworld
Organization Alone, or with Black Mage, or with Light Warriors (Red Mage, Black Mage, Thief)
Challenge Rating 13
Treasure Anything Carried
Alignment LG
Advancement by Character Class
Level Adjustment +0

Fire Armor

Fighter is wearing 'fire armor', forged from the scale of a red dragon. In addition to all the benefits of full plate, he receives complete immunity to fire.

Sudden Insight

At GM discretion, Fighter has a sudden spurt of brilliance, contradicting his normally mind-numbing lack of thought. During this period, Fighter receives +14 to intelligence and wisdom for 1d4 rounds.

Extreme Reflexes

For a number of times per day equal to Fighter's HD, fighter can choose to automatically succeed on a given reflex save as a swift action.

Sword-Chuck
Classification: Exotic
Wield: One handed
Damage: 1d8 Slashing, 20/x2
Special: Double Attack, Barrier

A Sword-Chuck is two longswords linked together by a small chain. In essence, a horribly crude design.

A Sword-Chuck can attack an enemy twice, with the second attack being at the wielder's full base attack bonus. Wielding a Sword-Chuck, even if proficient, offers a -6 circumstantial penalty to attacks, being that it is so damnably hard. Wielding two sword-chucks, however, offers a +4 circumstantial bonus to AC due to the whirling of large implements creating a harder target out of the wielder.

Anyone non-proficient in the use of a Sword-Chuck, upon each 'initial attack', must make a reflex save of a DC equal to their initial attack roll, with failure indicating that they take damage from the second die instead of their target. The 'initial attack' is the first attack made with a sword chuck that applies before each secondary attack.

Creation: Creating a Sword-Chuck requires no craft check, because anyone can attach two longswords together, provided they have the right tools to work with the chain involved. But in reality, few are stupid enough to bother.

Zodiac Kenshido

Zodiac Kenshido is a complex fighting art that requires intensive study, only fully mastered by the best fighters in the world. It involves twelve styles, each relating to a sign of the zodiac. Taking all four tactical feats in the Zodiac Kenshido tree requires +12 BAB, with each tier being a prerequisite of the next.

Only two maneuvers are established to be available within the Zodiac Kenshido tactical feat line (we can flesh out other styles later).

Two Fisted Monkey Style

You leap at the enemy with all your might, ready to fillet them from all sides with broad steel.

Prerequisites: Zodiac Kenshido Fourth Tier, Over-Sized Two Weapon Fighting, Whirlwind, Leap Attack. Must equip two weapons.

Upon a successful charge, you may instead choose to apply a flank bonus to a number of enemies up to within a 20x20ft. radius. Make one attack roll at your highest base attack bonus (while applying the flank bonus). You may apply damage equal to both weapons that you wield upon each enemy a number times equal to however many attacks your base attack bonus allows.

Ie. You are equipped with two long swords and roll a 32 as your attack roll. Because your +13 BAB allows 3 attacks, you may deal 6d8 damage plus your strength modifier to each enemy within the 20x20ft. radius that you chose to affect. None of the enemies succeed on their reflex saves, meaning they all take 6d8 plus strength damage.

Each enemy within the radius must make a reflex save of a DC equal to what you initially rolled. Only those enemies with improved evasion avoid all damage upon a successful save, with failure meaning full damage.

This attack affects all creature types, negating damage reduction. This includes ethereal creatures (removing miss chance). Finally, the Two Fisted Monkey Style maneuver ends with the attacker ending in the space they began their charge in.

Armor Breaker Ram Style

You attempt to sunder the enemy's armor with your head. Few masters of Zodiac Kenshido even have the gull to attempt this.

Prerequisites: Improved Bull Rush, Zodiac Kenshido Second Tier

Make a bull rush attempt against the enemy. If successful, you may make a special slam attack against that enemy's armor while ignoring its hardness. The slam deals 1d12 bludgeoning damage plus your STR modifier - which applies as if you were wielding a two handed weapon. You may apply any other feats to this attack as you wish, such as power attack and improved sunder (improved sunder adds +4 damage in this case). After rolling damage, make a FORT save equal to the armor's hardness. Failure means you take the same amount of damage as the armor, only nonlethal, while success means no damage at all.

This attack may also be made against objects (ignoring hardness), in which case the initial roll automatically succeeds.



The Scoundrels

Thief

Thief
Medium Humanoid (elf), Rogue 13
13d6 (45 hp)
Speed 30 ft. (6 squares), Climb 30ft. (6 squares)
Init: +6
AC 18; touch 16; flat-footed 12 (+6 DEX, +2 Armor)
BAB +9/+4; Grp +9
Standard attack Masterwork Dagger +10 (1d4 piercing, 20/x2)
Full-Attack Masterwork Dagger +10/+8/+8/+5
Space 5 ft.; Reach 5 ft.
Special Attacks Awesome Throw
Special Qualities Uber Steal, Time Shift, Ninja-ing, Improved Evasion, Skill Mastery (Sleight of Hand, Bluff, Forgery, Climb, Tumble, Search, Move Silently)
Saves Fort +4 Ref +14 Will +6
Abilities Str 10, Dex 23, Con 10, Int 18, Wis 14, Cha 15
Skills Diplomacy +18, Bluff +18, Climb +24, Sleight of Hand +25, Move Silently +22, Hide +22, Open Lock +22, Search +20, Forgery +22, Sense Motive +18, Tumble +30, Use: Magic Device +18
Feats Two Weapon Fighting, Improved Two Weapon Fighting, Combat Expertise, Improved Feint, Skill Focus (Sleight of Hand)
Environment Overworld
Organization Alone, or with The Light Warriors (Black Mage, Red Mage, Fighter)
Challenge Rating 14
Treasure Anything Carried
Alignment CN with Evil Tendencies
Advancement by Character Class
Level Adjustment +0

Uber Steal

Thief can steal anything that isn't bolted down or on fire. This includes people, souls and ethereal beings.

Time Shift

A number of times per day equal to Thief's HD as a move action, Thief can jump forward or backwards in time 1d20 hours, either to steal or observe. Quite often, he chooses not to share any information he learns from this experience with others.

Alternatively, Thief can use this ability to dimension door any distance at will.

Awesome Throw

Thief can throw anything he successfully grapples up to a distance of 10ft./level and without any range increment induced associated penalties, as part of a standard action. The same applies to anything else he throws, such as objects or weapons that aren't bolted down and/or on fire. Enemy's making opposed grapple checks against Thief no longer apply their strength or size bonus to the check (essentially, only BAB can be used to resist a grapple now); flatfooted opponents no longer apply BAB either. The throw itself magically generates immense force, explaining why Thief can grapple in this way.

Ninja-ing

Thief, having been bestowed the characteristics of a ninja through his bestowed 'upgrade', now has a +8 miscellaneous bonus to tumble checks. In addition to acquiring a climb speed and the ability to tumble up sheer surfaces, he can jump a second time without the need of a surface (effectively, once in mid air) as if performing a regular jump. This jump is treated as if he were jumping from a surface, and thus he can effectively eliminate falling damage by jumping just prior to landing as part of a readied action.


Rogue

Rogue
Medium Humanoid (human), Rogue 13
13d6 (45 hp)
Speed 30 ft. (6 squares)
Init: +9
AC 18; touch 15; flat-footed 13 (+5 DEX, +3 Armor)
BAB +9/+4; Grp +10
Standard attack Short Sword +14 (1d6+1 Piercing/Slashing, 20/x2)
Full-Attack Short Sword +14/+9
Space 5 ft.; Reach 5 ft.
Special Attacks None
Special Qualities Slippery Mind, Crippling Strike, He Knows a Guy...
Saves Fort +11 Ref +7 Will +5
Abilities Str 12, Dex 21, Con 10, Int 14, Wis 10, Cha 13
Skills Gather Information +20, Diplomacy +20, Bluff +17, Tumble +21, Move Silently +21, Hide +21, Sense Motive +16, Knowledge (Local) +18, Profession (Information Broker) +16, Sleight of Hand +21, Balance +21, Search +18
Feats Weapon Finesse, Combat Expertise, Improved Feint, Improved Initiative, Skill Focus (Gather Information), Skill Focus (Diplomacy)
Environment Overworld
Organization Alone, or with Other Warriors (Ranger, Cleric, Berserker)
Challenge Rating 12
Treasure Anything Carried
Alignment CN
Advancement by Character Class
Level Adjustment +0

He Knows a Guy...

Either Rogue always knows someone who can help a stranger, or he's bluffing. If his gather information check has sought information similar to what the inquirer is trying to seek, then Rogue receives a +8 circumstantial modifier to bluff checks concerning the topic and how he can assist the inquirer.



The Dark Warriors

Garland

Garland
Medium Humanoid (human), humanoid 9
9d8 (36 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 18; touch 10; flat-footed 18 (+8 Armor)
BAB +6; Grp +8
Standard attack Gauntlet +9 (1d4+4 bludgeoning, 20/x2)
Full-Attack Gauntlet +9/+4
Space 5 ft.; Reach 5 ft.
Special Attacks Summoning
Special Qualities Noncombatant, Forest Imp Hatred
Saves Fort +1 Ref +3 Will +0
Abilities Str 14, Dex 11, Con 10, Int 11, Wis 8, Cha 8
Skills Diplomacy +11, Survival +11, Profession (Villainy) +11
Feats Armored Mobility, Weapon Focus (Gauntlet), Skill Focus (Diplomacy), Leadership, Weapon Specialization (Gauntlet)
Environment Overworld
Organization Alone, or with Dark Warriors (Vilbert, Drizz'l, Bikke)
Challenge Rating 9
Treasure Anything Carried
Alignment LN
Advancement by Character Class
Level Adjustment +0

Noncombatant

Garland finds combat distasteful, always wondering why things need to escalate into a violent conflict. He has the 'noncombatant' trait in the d20 SRD.

Forest Imp Hatred

Ever since he was young, Garland has always despised forest imps, despite the fact that they are the most unintelligent, unorganized, and physically the weakest of any barely sapient race in the overworld.

Garland has 'forest imp' as his favored enemy, as the ranger class feature.

Summoning

Garland can cast summon monster IX, as well as the same spell of any level lower, which summons creatures depending on the environment he currently resides in and draws from a random die table accordingly.


Drizz'l

Drizz'l
Medium Humanoid (drow), Sorceror 4/Eldritch Knight 8/Fighter 1
4d4 + 8d6 + 1d10 (43 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 13; touch 13; flat-footed 10 (+3 DEX)
BAB +11/+6/+1; Grp +11
Standard attack Masterwork Longsword +15 (1d8 slashing, 20/x2)
Full-Attack Masterwork Longsword +11/+11/+11/+10/+5
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities Useless without his Swords
Saves Fort +7 Ref +3 Will +6
Abilities Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 16
Skills Knowledge (History) +16, Sense Motive +17, Knowledge (Nobility) +17
Feats Weapon Finesse, Two Weapon Fighting, Oversized Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defense
Environment Overworld
Organization Alone, or with Dark Warriors (Vilbert, Garland, Bikke)
Challenge Rating 14
Treasure Anything Carried
Alignment LE
Advancement by Character Class
Level Adjustment +0

Spells

Drizz'l casts spells as a typical 4th level Sorcerer, 8th level Eldritch Knight combination.

Useless without his Swords

Drizz'l is completely useless without his swords. That is to say, he cannot cast any spells without the reassurance of his pair of longswords. Drizz'l's longswords are also special to him, in that he must be wielding his swords to cast any spells; for simplicity, Drizz'l's swords may given the identifier 'Drizz'l's longsword(s)'. Both the blade and haft of each sword are of a yellowish hue.


Vilbert

Vilbert
Medium Undead (vampire), Commoner 1
1d12 + 1d4 (9 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 18; touch 12; flat-footed 10 (+6 Natural Armor, +2 DEX)
BAB +0; Grp +3
Standard attack Slam +3 (1d6+3 Bludgeoning, 20/x2)
Full-Attack Slam +3
Space 5 ft.; Reach 5 ft.
Special Attacks Vampire Stuff
Special Qualities None
Saves Fort - Ref +2 Will +3
Abilities Str 16, Dex 15, Con -, Int 13, Wis 12, Cha 15
Skills Sleight of Hand +7, Bluff +7, Knowledge (local) +3, Knowledge (dungeoneering) +6
Feats Diehard
Environment Overworld
Organization Alone, or with Dark Warriors (Garland, Drizz'l, Bikke)
Challenge Rating 3
Treasure Anything Carried
Alignment CN
Advancement by Character Class
Level Adjustment +8

Vampire Stuff

Vilbert's a vampire, in case you didn't know. That's about all he's good for.


Bikke

Bikke
Medium Humanoid (human), warrior 2
2d8+2 (11 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 10; touch 10; flat-footed 10
BAB +2; Grp +3
Standard attack Cutlass +3 (1d8 slashing, 20/x2)
Full-Attack Cutlass +3
Space 5 ft.; Reach 5 ft.
Special Attacks None
Special Qualities None
Saves Fort +6 Ref +1 Will -1
Abilities Str 12, Dex 11, Con 12, Int 6, Wis 6, Cha 10
Skills Knowledge (Geography) +3, Intimidate +5
Feats Improved Initiative, Great Fortitude
Environment Overworld
Organization Alone, or with Dark Warriors (Vilbert, Drizz'l, Garland)
Challenge Rating 1
Treasure Anything Carried
Alignment CE
Advancement by Character Class
Level Adjustment +0

Bikke is an unsophisticated lout of a pirate. His irritating quips are about all he's good for.



The Fiends

Lich

Lich
Medium Undead (lich), Sorceror 20
20d12+20 (150 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 15; touch 10; flat-footed 15 (+5 natural armor)
BAB +10; Grp +10
Standard attack Touch +11 (1d8+5 negative, 20/x2)
Full-Attack Touch +11/+6
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities Lich Stuff, Phylactery
Saves Fort +6 Ref +6 Will +13
Abilities Str 10, Dex 11, Con -, Int 12, Wis 12, Cha 25
Skills Spellcraft +24, Intimidate +30, Sense Motive +13, Knowledge (The Planes) +13, Knowledge (Arcana) +24, Bluff +30
Feats Still Spell, Silent Spell, Quicken Spell, Spell Mastery, Improved Initiative, Improved Toughness, Eschew Materials, Weapon Focus (Touch)
Environment Overworld
Organization Alone, or with wife and son (son is Vilbert) or with other fiends in hell (Kary, Ur, and Muffin)
Challenge Rating 21
Treasure Anything Carried
Alignment NE
Advancement by Character Class
Level Adjustment +4

Spells

Lich has all the spells typical of a 20th epic level sorceror including the custom spell Soul Stab. Soul Stab is a touch attack that can kill a flatfooted creature, provided they fail their will save versus Lich's caster level (creature must be flatfooted).

Lich performs this by thrusting a bony limb through their backside and then commonly disposing of them by way of lifting and hurling them to the side (the strength he uses to do this is a result of negative energy rather than his actual strength). The soul isn't 'destroyed' through use of this spell, rather an 'unfortunate event' occurs, such as the victim's spine suddenly snapping. Thus, a victim whom fails their will save can still be resurrected as normal.

Lich

Lich is actually a lich. Who would've thought that?!

Phylactery

Lich's phylactery is the earth orb.


Kary

Kary
Large Outsider (Marilith, Fire), Sorceror 5/Sword Sage 5/Task Mage (http://www.giantitp.com/forums/showthread.php?t=115268) 10
15d4+5d8+180 (240 hp)
Speed 40 ft. (8 squares)
Init: +14
AC 35; touch 19; flat-footed 25 (+10 DEX, -2 WIS, +16 Natural Armor, -1 Size)
BAB +12; Grp +32
Standard attack Longsword +22 (1d8+12 slashing, 20/x2)
Full-Attack Longsword +20/+20/+20/+20/+20/+20/+17/+12
Space 5 ft.; Reach 5 ft.
Special Attacks Maneuvers & Spells
Special Qualities Fire Stuff, Fire Wreath
Saves Fort +21 Ref +22 Will +12
Abilities Str 34, Dex 31, Con 28, Int 11, Wis 11, Cha 33
Skills Intimidate +35, Knowledge (Dungeoneering) +23, Knowledge (The Planes) +23, Spellcraft +23, Concentrate +32, Autohypnosis +23, Knowledge (Arcana) +23, Spot +23
Feats Improved Initiative, Multiweapon Fighting, Oversized Multiweapon Fighting, Blistering Spell, Energy Substitution (Fire), Silent Spell, Weapon Finesse
Environment Overworld (particularly, hot places such as obscure volcanoes)
Organization Alone
Challenge Rating 21
Treasure Anything Carried
Alignment CE
Advancement by Character Class
Level Adjustment Uknown

Maneuvers & Spells

Kary has all the spells typical of a Sorceror5/Task Mage 10 combination. She has the maneuvers typical of a 5th level Sword Sage, stressing Desert Wind.

Fire Stuff

Kary is a Marilith of the fire subtype and has all the qualities of such.

Fire Wreath

The heat that Kary's body generates is such that she can deal 4d6 fire damage to targets adjacent to her each round. Additionally, despite what would otherwise be vulnerability, she has an additional Cold Resistance 30 due to the fact that sheer heat can remove an extreme drop in temperature before it actually affects her.

Kary is bitter and stubborn, always one to flaunt her authority. Despite her average intelligence and wisdom, her incredibly stubborn, childish and abusive way of showing her authority peaks to the point of sheer carelessness and utter ignorance.


Ur

Coming soon.


Muffin

Coming soon.



The Real Light Warriors

There's four members of the 'real light warriors' team. One of them is named 'Barry', however it is unknown exactly who. None of them are fleshed out enough to make stating them worth the exercise, so instead I'll just offer my (totally biased) presumptions.

White Wizard

Most likely, White Wizard is an epic level Cleric or Healer.

Black Wizard

Most likely, Black Wizard is an epic level Black Mage or Evoker.

Ninja

Most likely, Ninja is an epic level Ninja; unless you want to make things interesting and suggest that he might have dipped levels in shadow dancer, assassin, rogue, or even something exotic like soul knife.

Knight

Most likely, Knight is an epic level Knight or Fighter.


The Others

Generic Half-Elven Dual Class Ranger

Ranger
Medium Humanoid (half-elf/half-orc/quarter-lefein), Ranger6/Ranger2/Ranger2/Ranger2/Redundomancer1
13d8 (58 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 13; flat-footed 10 (+3 DEX, -4 WIS, +2 Class)
BAB +9/+4; Grp +18
Standard attack Composite Longbow +18 (1d8+2 Piercing, 20/x3)
Full-Attack Composite Longbow +13/+8/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6/+6
Space 5 ft.; Reach 5 ft.
Special Attacks Uber Swarm of Arrows, Spells
Special Qualities None
Saves Fort +8 Ref +13 Will +7
Abilities Str 14, Dex 21, Con 11, Int 10, Wis 17, Cha 14
Skills Diplomacy +20, Intimidate +18, Knowledge (Nature) +16, Knowledge (Geography) +16, Spot +19, Listen +19
Feats Quick Draw, Point Blank Shot, Far Shot, Precise Shot, Pin Shot
Environment Overworld
Organization Alone, or with Other Warriors (Rogue, Cleric, Berserker)
Challenge Rating 13
Treasure Anything Carried
Alignment LN
Advancement by Character Class
Level Adjustment +0

Uber Swarm of Arrows

Once per day, Ranger may, as a full action and only while wielding all six of his composite longbows, unleash a torrent of arrows equivalent to double the amount of attacks he may make in a full attack action wielding all bows. This attack affects only one target and is negated to a regular full attack action if the target has partial cover or concealment or what otherwise offers a circumstantial AC bonus or miss chance.

Spells

Ranger has a list of spells typical for a 13th level ranger.

Redundomancer

The Redundomancers are skilled in the art of further training in what they already know. Even if what they already know is the considered 'complete' or the 'end' of that facet of knowledge.

The redundomancer is a single level prestige class that offers a character the ability to take on levels in the same class that they already have levels in. Similar to a gestalt, but applying to the same class any number of times (equivalent to however many levels taken). In this way, a fighter may, ie., take 2 levels in fighter and become a fighter1/fighter1, thus acquiring two fighter bonus feats. The benefit to this is that they may stack any class features granted.

Redundomancer benefits do not apply to skills or feats other than class features.

Ranger's redundomancer benefits, in addition to multiple dual wielding in general, have allowed him to dual wield composite longbows, where such weapons can only ordinarily be wielded in two hands.


Berserker

Berserker
Medium Humanoid (dwarf), Barbarian 13
13d12+65 (149 hp)
Speed 30 ft. (6 squares)
Init: +5
AC 18; touch 13; flat-footed 15 (+3 DEX, +5 Armor)
BAB +13/+8/+3; Grp +18
Standard attack Dwarven War Axe +18 (1d10+5 slashing, 20/x3)
Full-Attack Dwarven War Axe +14/+14/+14/+13/+8
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce (lion totem)
Special Qualities Emotional Breakdown
Saves Fort +11 Ref +7 Will +5
Abilities Str 21, Dex 17, Con 18, Int 12, Wis 13, Cha 10
Skills Knowledge (History) +16, Sense Motive +17, Jump +17
Feats Two Weapon Fighting, Improved Two Weapon Fighting, Over-Sized Two Weapon Fighting, Improved Toughness, Improved Initiative
Environment Overworld
Organization Alone, or with Other Warriors (Rogue, Ranger, Cleric)
Challenge Rating 13
Treasure Anything Carried
Alignment LN with Chaotic Evil tendencies
Advancement by Character Class
Level Adjustment +0

Emotional Breakdown

Berserker experiences a terrible schism of the emotional sort whenever he rages, transforming from a humble high brow gentleman to a hell-bent animal incarnate. Berserker can double his move speed and STR bonus received when raging, however his intelligence and wisdom both shift to 1 during this time in addition to his alignment becoming chaotic evil. His bottom line mental stats ensure that he has no control over whom he harms during this period. His INT of 1 removes all reason, logic, and the ability to communicate (beyond uttering words associated with his action and incoherent screaming) while his WIS of 1 instills pure delusion, madness and utter lack of perception, fueling him until the end of his rage.

Berserker still retains these scores after raging, and it isn't until his fatigue expires that his pre-rage intelligence and wisdom are regained. In rare instances, Berserker may also 'choose' to maintain this state of mind after this period and for as long as he desires until such a time that he must sleep.


Cleric

Cleric
Medium Humanoid (human), Cloistered Cleric 13
13d6 (45 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +6/+1; Grp +6
Standard attack Light Mace +6 (1d6 bludgeoning, 20/x2)
Full-Attack Light Mace +6/+1
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
Special Qualities Domain Shift
Saves Fort +8 Ref +4 Will +13
Abilities Str 10, Dex 11, Con 10, Int 16, Wis 21, Cha 18
Skills Knowledge (Religion) +19, Knowledge (Nature) +19, Bluff +20, Diplomacy +20, Knowledge (The Planes) +19, Profession (Prayer Broker) +21, Decipher Script +21, Concentration +16, Sleight of Hand +8, Heal +15
Feats Diligent, Improved Turning, Combat Casting, Negotiator, Self Sufficient, Extra Turning
Environment Overworld
Organization Alone, or with Other Warriors (Rogue, Ranger, Berserker)
Challenge Rating 13
Treasure Anything Carried
Alignment CN
Advancement by Character Class
Level Adjustment +0

Spells

Cleric has all the spells of a typical 13th level cleric.

Domain Shift

By spending 1d4 minutes in prayer, cleric can shift one of his three chosen domains to another one. In this way, he receives all the benefits of the new domain while losing what he received from the old one - this includes the ability to swap out one bonus domain spell for another one. Cleric receives all the skills gained from having every domain 'chosen' as class skills.

Often times, switching a domain will cause Cleric to swap worshiped deities/religions too (to keep things 'competitive' and 'unbiased'). This ability is at will.


Dragoon

Dragoon
Medium Humanoid (human), Fighter 5, Dragonslayer 10
15d10 (82 hp)
Speed 20 ft. (4 squares)
Init: +5
AC 19; touch 11; flat-footed 18
BAB +15/+10/+5; Grp +20
Standard attack Longspear +22 (1d8+11 Piercing, 19-20/x3)
Full-Attack Longspear +22
Space 5 ft.; Reach 10 ft.
Special Attacks True Strike, Dragoon Jump
Special Qualities Energy Resistance 10, Aura of Courage, +10 Damage vs. Dragons, Overcome Draconic Spell Resistance, DR 3/-
Saves Fort +11 Ref +12 Will +9
Abilities Str 21, Dex 13, Con 10, Int 11, Wis 12, Cha 13
Skills Jump +17, Spot +19, Listen +19
Feats Lightning Reflexes, Improved Critical, Power Attack, Improved Bullrush, Leap Attack, Weapon Focus (Longspear), Weapon Specialization (Longspear), Greater Weapon Focus (Longspear), Greater Weapon Specialization (Longspear), Shock Trooper, Heedless Charge, Improved Initiative
Environment Overworld
Organization Alone, or with Muffin
Challenge Rating 15
Treasure Anything Carried
Alignment LN
Advancement by Character Class
Level Adjustment +0

Dragoon Jump (Ex)

If Dragoon succeeds on a DC 20 jump check (no running jump needed), he can vault into the air a number of vertical spaces (5ft. increments) equal to ten times whatever he rolled. Dragoon may choose where he can land (effectively, whatever reaches his line of sight), traveling a distance beyond the square that he vaulted from equal to 1d4 the vertical distance he achieves.

If the initial jump check rolled surpassed 30, then Dragoon may choose to make a second vaulting without the need for a surface. This jump is treated as an ordinary vault, as described above. He may choose to make this second jump at any time, whenever he is airborne.

Finally, if Dragoon lands upon a surface that he can deal damage to with his spear (effectively, impale it), then he suffers no falling damage. Note that dealing damage to the surface involves making an attack roll (Dragoon must still aim his spear at objects, even if he has the power over which square he lands upon).


Sarda

Sarda
Medium Humanoid (wizard), Wizard 20+x^1000000
xd4 (Uknown hp)
Speed 30 ft. (6 squares)
Init: N/A
AC 10; touch 10; flat-footed 10
BAB None; Grp N/A
Standard attack None
Full-Attack None
Space 5 ft.; Reach 5 ft.
Special Attacks Everything
Special Qualities Omnipotent, The Wizard Who Did It, Infinity Complex
Saves N/A
Abilities Str 10, Dex 11, Con 10, Int Infinity, Wis 11, Cha 10
Skills Knowledge (Everything) +Infinity, Everything else N/A
Feats Everything
Environment Overworld/Universe
Organization Always Alone
Challenge Rating Infinity
Treasure Anything Carried
Alignment CE
Advancement by Character Class
Level Adjustment +0

Omnipotent

Sarda knows everything (that is, all spells, all feats, all skills, etc.) and is aware of anything occurring in the universe at any time - including what occurs within any created plane, or within the bounds of a time stop, ie. While he cannot interact with it all at once, he sure as hell knows about it. After a couple hundred billion years, this has bored him to no endless amount of raving madness.

The Wizard Who Did It

Not only can Sarda override any magical affect with a spell of his own, used against him or not, but he can instantaneously create custom magical spells with no limit to the GP or XP cost in his mind, and enforce no actual cost to the spell with his wizardly overriding ability. Sarda can also simultaneously cast such a spell as a free action, even if it isn't his turn.

Infinity Complex

Anything listed as 'infinity' or 'N/A (not applicable)', is considered to automatically succeed when Sarda is forced to roll a check concerning it. His 'uknown' hp assumes that he cannot die through mundane damage, however this is up to GM fiat.


Sulk

Sulk
Large Humanoid (giant), giant 3
3d8+6 (19 hp)
Speed 160 ft. (32 squares)
Init: +0
AC 10; touch 10; flat-footed 10
BAB +2; Grp +14
Standard attack Slam +10 (1d8+8 Bludgeoning, 20/x2)
Full-Attack Slam +10
Space 10 ft.; Reach 10 ft.
Special Attacks Spells
Special Qualities None
Saves Fort +5 Ref +1 Will +1
Abilities Str 26, Dex 11, Con 14, Int 5, Wis 8, Cha 7
Skills Jump +66, Knowledge (Geography) +3
Feats Power Attack
Organization Alone (Sulk so lonely!)
Challenge Rating 2
Treasure Anything Carried
Alignment CN
Advancement by Character Class
Level Adjustment Unestablished

Siosilvar
2009-08-05, 09:45 PM
Drizz'l doesn't qualify for Eldritch Knight. He needs to be proficient with all martial weapons.

imp_fireball
2009-08-05, 10:36 PM
Ah thanks for the pointer. But what else makes him a combat caster who's all mystical? Should I burn a feat on martial weapons proficiency? Now that I think about it, he's not even proficient in the longswords he wields.

Tackyhillbillu
2009-08-05, 10:54 PM
Bikke is not useless.

http://www.nuklearpower.com/2009/07/16/episode-1153-federalist-interpretation-of-physics/

He, at the very least, has the best initiative Score.

Cracklord
2009-08-05, 11:16 PM
Awesome throw is a tad over powered, make it 10ft per level.

And no way does BM have a cha of 10. 4 at the most.

imp_fireball
2009-08-06, 12:07 AM
BM's ugly, not shy. Different things.

Cracklord
2009-08-06, 02:35 AM
He can't talk to people because the part of his brain where he thinks before he speaks has been eaten by his evil side.
Take his earlier attempts to talk to White Mage. She actually thought he was cute, but he kept on hitting on her with awful pickup lines even when she had smashed his face in with a hammer. He is not shy, but he doesn't know how to talk to people.
He even has inner monologues where he waxes lyrical about who he is and how he would like to change or learn, but instead of articulating them he stabs people.
How isn't that a low charisma score?

Also, Blackbelt has the ability to walk over a rope that isn't attached on either end, and other Looney Tune style powers. But 5% chance is far to high to split.

Finally, the fiends need to be done. They're all probably epic level.

imp_fireball
2009-08-06, 06:41 PM
I still don't think it should be a four though. Four is practically autistic.

But I guess if you look at it one way... fine. Originally I had the belief that being evil and charismatic were different things; but if you're insinuating that BM is evil partly because of his low charisma... interesting. :smallwink: I'll change it.

Sure thing, the fiends will be done later.

I forgot blackbelt's other stuff. As for 'looney tuney', how should that go by? I think one prerequisite is that he should perceive it as normal and will adamantly argue that it was true and logical because he perceived it that way.
-----

Finally, it's funny how BM's only good stat is intelligence (which he chiefly uses for understanding magic and how to be evil), and it's probably true.

Cracklord
2009-08-06, 07:04 PM
I figure it relates to his awful sense of direction. Because he doesn't understand the impossobility of doing something, he can do it. Were he to understand it he would not be able to.

Also, Fighter must have dammage reduction, or fast healing, or something. He gets stabbed in the head once every ten comics.

Black Mage is evil to the universe because the universe is horrible to him. He would still be evil if he had a high charisma, but he doesn't.

Finnally, Ranger is said to have a very high charisma when he appears. Also, he's half orc, half elf, quater gnome, half something else and all human (he has seventeen grandfathers...) And he deinately has manyshot. They made a joke about it.

Shpadoinkle
2009-08-06, 07:07 PM
I figure it relates to his awful sense of direction. Because he doesn't understand the impossobility of doing something, he can do it. Were he to understand it he would not be able to.

In other words, he has to FAIL a Wisdom check to do whatever impossible thing he just did.

imp_fireball
2009-08-06, 07:09 PM
And a dagger only deals 1d4-2 damage in the hands of BM. Fighter's over 100 hp should compensate for that.

Also, when BM was stabbing him in bed, he couldn't get past fighter's AC. (unless you rule natural automatically hits, the highest BM can roll is an 18 with his dagger, compared to fighter's 19 AC). :smallbiggrin:

Also, in all honesty, all of the light warriors should be dead (except Thief), considering the amount of punishment they've had to endure. BM's been wounded many many times (and 'killed' more than once), all the while having the comic insist that he's the squishy caster incarnate. A lot of it is has been given comical leave.



In other words, he has to FAIL a Wisdom check to do whatever impossible thing he just did.

That's a good mechanic to go by.

But what limit should 'impossible' go by? Just a list of abilities that were seen in the comic? If so, someone might have to list them all.

Also: Does anyone have any idea how I should reflect Dragoon?

Cracklord
2009-08-06, 07:16 PM
But what limit should 'impossible' go by? Just a list of abilities that were seen in the comic? If so, someone might have to list them all.

Walking over a rope that was untied at both ends comes to mind.

Dragonslayer class, mixed with fighter or paladin, with jumping as a special power.

imp_fireball
2009-08-06, 07:18 PM
Dragonslayer/fighter sounds pretty good. I'll check it out when I have the time.

T-O-E
2009-08-06, 07:25 PM
Can't Garland summon things?

Llama231
2009-08-06, 07:33 PM
Why are they all level 13?

Still, quite good.

Drakevarg
2009-08-06, 07:38 PM
Hadoken has been listed as a 9th level spell since pretty much the beginning of the series. Meaning that the Light Warriors have been Epic Level, or near it, for most of the series.

Cracklord
2009-08-06, 09:07 PM
Oh yeah, and Fighter needs a parry ability (I can block any attack and kill anything that bleeds)

imp_fireball
2009-08-06, 09:16 PM
Can't Garland summon things?

Not proven yet. :smalltongue:

Wait, yah he can. Thanks for reminding me. I tend to forget the little details of 1000+ strips. :smallbiggrin:


Why are they all level 13?

Still, quite good.

13 is the level that BM needs to be to cast 1 9th level spell. Any higher and he would've been casting hadoken more than once a day. I put the other light warriors at similar to that since they all adventure together.


Oh yeah, and Fighter needs a parry ability (I can block any attack and kill anything that bleeds)

I could give the swordchucks a circumstantial AC bonus in return for the penalty to attack. Wielding two of them proficiently is quite akin to creating a blade barrier.


Hadoken has been listed as a 9th level spell since pretty much the beginning of the series. Meaning that the Light Warriors have been Epic Level, or near it, for most of the series.

There's also the fact that BM supposedly needed to appease a deity (or collection of such) to learn hadoken in the first place. And that it drains love.

He also mentioned 'ultima' being a higher level spell.

imp_fireball
2009-08-11, 01:25 PM
Bump for great justice.

Kary and Lich are also finished.

Still to go: Dragoon, Muffin, and Ur. Feel free to mention any I've forgotten.

Omegonthesane
2009-08-11, 01:53 PM
Minor problem with Kary - she's most definitely a Marilith (http://www.d20srd.org/srd/monsters/demon.htm#marilith) and is billed as such in later rereleases of Final Fantasy.

Though, I can perfectly see her swapping all those demon hit dice for class levels...

imp_fireball
2009-08-15, 04:27 PM
Dragoon is now finished (finally got a hold of draconomicon).

Still to go: Ur and Muffin. Still mulling over how to pull off Ur without making him too much of a stock tentacle creature (I'm considering upping the eldritch horror aspect).

DracoDei
2009-08-15, 05:45 PM
Several people have done FF style dragoons as classes/PrCs. At least one of them has appeared on this board I believe. I have a 10 level PrC of it that I made before I found these boards (so years ago) that I never got around to converting out of MS Word format. Tell me if you want it.

imp_fireball
2009-08-15, 07:29 PM
Could you link the content?

Although I'd have to say that the dragonslayer sorta fits.

DracoDei
2009-08-15, 07:52 PM
Could you link the content?
Well, I probably COULD... but since I don't actually HAVE the link, I shall do what all good (but annoying) teachers do and tell you how:
-Go to Google (since the forum search option doesn't work these days)
-Enter the following
site:www.giantitp.com dragoon "final fantasy"
-Look through the items it turns up until you find ones that suit your fancy.
-If that doesn't work, try removing the part in quotes, and/or replacing 'dragoon' with 'Dragoneer'.

imp_fireball
2009-08-16, 01:45 AM
Well, I probably COULD... but since I don't actually HAVE the link, I shall do what all good (but annoying) teachers do and tell you how:
-Go to Google (since the forum search option doesn't work these days)
-Enter the following
site:www.giantitp.com dragoon "final fantasy"
-Look through the items it turns up until you find ones that suit your fancy.
-If that doesn't work, try removing the part in quotes, and/or replacing 'dragoon' with 'Dragoneer'.

Well I might check it out, or I might not.

DracoDei
2009-08-16, 04:00 AM
Err... to be clear... MY version is nowhere on the web at all... I was offering to (somewhat?) expedite the process of getting it translated to forum codes and put up if you wished... the directions are to find OTHER people's takes on the concept.

Gift Jeraff
2009-08-16, 08:05 PM
We do know of two other Zodiac Kenshido maneuvers, but we never get to see them in action:

-Tiger's Fang Strike (http://www.nuklearpower.com/2001/10/24/episode-089-random-close-encounters-of-the-deadly-kind/) (also mentioned in the fourth strip; we know it involves two swords)
-Dragon's Fire Attack (http://www.nuklearpower.com/2001/11/09/episode-093-werewolves-do-not-play-well-with-others/)

Also, there's the Glorious Chainsaw Method (http://www.nuklearpower.com/2008/06/24/episode-1008-charmed-im-sure/).