D&D 3rd Edition / 3.5 DnD Cartoon Characters: 3e (long)




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    DnD Cartoon Characters: 3e (long)

    What follows are the stat blocks for some of the major characters from the Dungeons and Dragons© cartoon. They are presented here as if they were actual Dungeons and Dragons© NPCs, complete with weapon skills and class abilities they may have never actually demonstrated in the cartoon. They are listed here for use as NPCs, fully fleshed out using Dungeons and Dragons© 3rd Edition rules. This is how I would interpret them as NPCs, YMMV. Feel free to disagree with me!

    The Kids
    All of the kids were created using the point-buy system using 35 points, except for Bobby who was created using only 20 points. All were given maximum hit points at first level, and average hit points for each level after that.

    --------------------

    Bobby the Barbarian, age 10, male human Bbn5: CR 5; Medium-size Humanoid (Human); HD 5d12+5; hp 65; Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 leather); Atk +11 melee (2d6+5, Thunder Club +5); SA Rage; SQ Fast Movement, Uncanny Dodge; AL CG; SV Fort +6, Ref +4, Will +1; Str 10, Dex 16, Con 11, Int 9, Wis 10, Cha 11; Ht. 4’; Wt. 100 lbs.

    Skills and Feats Climb +6, Handle Animal +6, Intimidate +4, Intuit Direction +2, Jump +3, Listen +4, Ride +6, Swim +3, Wilderness Lore +3, Great Fortitude, Improved Initiative, Weapon Focus (Club).

    Special Attacks Rage: +4 Str and Con, +10 hp, +2 to Will saves, -2 to AC for 6 rounds.

    Special Qualities Uncanny Dodge: Never flat-footed and cannot be flanked except by a Rogue of at least 9th level.

    Possessions Leather armor, Thunder Club.

    Thunder Club, Club +5: The Thunder Club looks like a simple oaken club, bound in iron. It appears worn and cracked, belying the power it holds. Although it is the size of a normal club, when used against inanimate objects or non-living tissue it strikes as a +5 thundering greatclub, inflicting 2d6+5 damage. Used against living flesh, however, it only inflicts normal damage for a club (1d6). 2/day, when struck on the ground, the Thunder Club can cause an earthquake as per the spell as cast by a 15th level wizard.

    --------------------

    Diana the Acrobat, age 18, female human Mnk5: CR 5; Medium-size Humanoid (Human); HD 5d8+5; hp 31; Init +8 (Dex, Improved Initiative); Spd 40 ft.; AC 17 (+4 Dex, +2 Wis, +1 Monk bonus); Atk +6/+6 melee (1d6+5, 1d6+5, Acrobat’s Staff +5), +3 melee (1d8, unarmed strike); SA Flurry of Blows, Stunning Attack; SQ Deflect Arrows, Evasion, Fast Movement, Still Mind, Slow Fall, Purity of Body; AL LG; SV Fort +5, Ref +7, Will +6; Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 13; Ht. 5’10”; Wt. 155 lbs.

    Skills and Feats Balance +14, Climb +7, Concentration +2, Escape Artist +10, Hide +7, Jump +8, Listen +3, Move Silently +7, Perform +2, Swim +1, Tumble +14, Ambidexterity, Improved Initiative, Two Weapon Fighting.

    Special Attacks Flurry of Blows: May make one extra attack in a round at highest bonus, but all attacks suffer a -2 penalty; Stunning Attack: 5/day she may attempt to stun an opponent with an unarmed attack, DC 14.

    Special Qualities Deflect Arrows (free feat); Evasion: When allowed a Reflex save for half damage, she takes no damage instead; Still Mind +2 to Will saves against enchantment; Slow Fall: If within arm’s reach of a wall, she takes damage as if the fall were 20 feet shorter; Purity of Body: Immune to all diseases except lycanthropy and mummy rot.

    Possessions Acrobat’s Staff.

    Acrobat’s Staff, Quarterstaff +5: The Acrobat’s Staff can be made to expand in size from a baton to a 10’ pole. If thrown, the staff will spin around its center. While spinning in this manner, it will rebound off of hard surfaces and return to the hand of the wielder. Diana can make it rebound off of a number of surfaces equal to her level (currently 5). Used as an attack, this spinning throw causes any creature or creatures targeted to make a Reflex save (DC 15) or take 1d4+5 points of bludgeoning damage. If used in an acrobatic maneuver, the staff provides Diana a +5 bonus to Balance, Jump, and Tumble checks.

    --------------------

    Eric the Cavalier, age 17, male human Ftr5: CR 5; Medium-size Humanoid (Human); HD 5d10+10; hp 37; Init +7 (Dex, Improved Initiative,); Spd 20 ft.; AC 24 (+0 Dex [max], +7 half plate, +7 Shield of Protection +5); Atk +7 melee (1d8+2, longsword), +8 ranged (1d10, heavy crossbow); AL CN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 17, Con 13, Int 13, Wis 12, Cha 11; Ht. 6’; Wt. 175 lbs.

    Skills and Feats Bluff +1, Climb +2, Handle Animal +1, Hide -4, Jump +5, Ride +5, Swim +8, Alertness, Dodge, Improved Initiative, Lightning Reflexes, Quickdraw, Run.

    Possessions Half plate, Energy Shield

    Shield of Protection, Large Steel Shield +5: The Shield of Protection resembles a normal large steel shield with a crest emblazoned upon it. Its powers are strictly defensive. 1/day Eric can make use of magic circle against evil as cast by a 15th level wizard. 3/day he can erect a magical dome of force. This dome arises from the shield, and encompasses an area immediately behind the shield 20 feet across and 10 feet high. Anything within this dome has an AC bonus of +7 and receives the benefits of all of the shield’s other powers: arrow deflection, fortification, invulnerability, and reflection.

    --------------------

    Hank the Ranger, age 18, male human Rgr5: CR 5; Medium-size Humanoid (Human); HD 5d10+5; hp 37; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather); Atk +4 melee (longsword, 1d8, two-weapon primary), +4 melee (short-sword, 1d6, two-weapon secondary), +13 ranged (1d8+5, Bow of Brilliant Energy +5); SA Favored Enemies Orcs +2, Outsiders (Evil) +1; SQ Tracking; AL LG; SV Fort +5, Ref +4, Will +3; Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 13; Ht. 6’; Wt. 180 lbs.

    Skills and Feats Climb +8, Concentration +3, Handle Animal +2, Heal +4, Hide +9, Intuit Direction +10, Jump +4, KS: Nature +4, Listen +7, Move Silently +5, Search +5, Spot +8, Swim +2, Use Rope +4, Wilderness Lore +5, Point Blank Shot, Precise Shot, Rapid Shot.

    Possessions Studded leather armor, Energy Bow.

    Spells 1st— 1.

    Bow of Brilliant Energy, Composite Longbow +5: The Bow of Brilliant Energy resembles an unstrung composite longbow. When used, however, a crackling string of energy appears and forms an arrow. Hank can determine the shape of the arrow and its function. He can vary the size of the arrow 1d4, 1d6, 1d8, or 1d10 points of damage. Likewise, Hank has the option of not including the additional +5 damage. The arrow can be shaped into a string of non-damaging energy that can be used as a rope (attached to the bow itself). This rope can be used for climbing or to ensnare opponents as per a rope of climbing and a rope of entanglement. The arrow has the brilliant energy special ability and can give off light equivalent to a torch (20-ft. radius). 4/day, Hank can make use of the flare spell as cast by a 15th level wizard.

    --------------------

    Presto the Magician, age 14, male human Wiz5: CR 5; Medium-size Humanoid (Human); HD 5d4+5; hp 19; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 melee (1d6, quarterstaff); AL LG; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 19, Wis 12, Cha 11; 5’6”; Wt. 145 lbs.

    Skills and Feats Alchemy (Chemistry) +13, Concentration +10, Escape Artist +4, KS: Arcana +14, Perform +2 (Stage Magic, Sleight of Hand), Scry +9, Spellcraft +15, Spot +5, Alertness, Run, Spell Penetration, Quicken Spell.

    Possessions Robes, Hat of Wonder.

    Spells 0—4; 1st— 4; 2nd— 3; 3rd— 2.

    Hat of Wonder: The Hat of Wonder is perhaps one of the greatest artifacts in the Realms. It appears to be a simple green pointed wizard’s hat. Presto must improvise a rhyme in order to access the power of the hat, making an Intelligence check (DC 20). Upon success, the Hat of Wonder will enable Presto to make a limited wish as the spell cast by a 15th level wizard. Using the hat is a standard action, and it can be used 3/day. By improvising an appropriate rhyme, Presto can also duplicate the effects of any spell he has memorized without losing that spell slot for the day. When using the Hat of Power in this manner, he does not need to provide the material components for the spell he is casting.

    --------------------

    Sheila the Thief, age 16, female human Rog5: CR 5; Medium-size Humanoid (Human); HD 5d6; hp 20; Init +4 (Dex); Spd 30 ft.; AC 20 (+4 Dex, +1 padded armor, Cloak of Invisibility +5); Atk +3 melee (1d6, short sword); AL NG; SA Sneak Attack; SQ Uncanny Dodge, Evasion; SV Fort +1, Ref +8, Will +2; Str 10, Dex 18, Con 11, Int 13, Wis 12, Cha 13; Ht. 5’6”; Wt. 120lbs.

    Skills and Feats Balance +12, Bluff +6, Climb +7, Disable Device +5, Escape Artist +12, Gather Information +3, Hide +14, Jump +5, Listen +5, Move Silently +14, Open Locks +6, Pick Pocket +11, Search +5, Sense Motive +2, Spot +5, Swim +3, Tumble +8, Dodge, Skill Focus (Hide), Skill Focus (Move Silently).

    Special Attacks Sneak Attack: +3d6 to damage if she can catch an opponent flat-footed.

    Special Abilities Evasion: If allowed a Reflex save for half damage, she takes no damage on a successful save; Uncanny Dodge: Never caught flat footed.

    Possessions Padded armor, Cloak of Invisibility.

    Cloak of Invisibility: This magical cloak enables Sheila to make unlimited use of improved invisibility as cast by a 15th level wizard and provides a +5 bonus to her AC. The invisibility remains in effect regardless of her actions as long as the hood is up.

    --------------------

    Uni, female juvenile unicorn: CR 1; Small Magical Beast; HD 1d10; hp 5; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 natural); Atk +4 melee (1d4, horn), 2 hooves -1 melee; SQ Limited teleport; AL CG; SV Fort +2, Ref +3, Will -1; Str 10, Dex 13, Con 11, Int 6, Wis 8, Cha 12.

    Skills and Feats Animal Empathy +3, Listen +4, Move Silently +3, Spot +4, Wilderness Lore +1, Alertness.

    Special Qualities Limited Teleport: Uni is still a very young unicorn, and as yet has not fully developed all of the powers normally ascribed to her kind. The only ability she has demonstrated teleportation. She may only do so 1/day.

    --------------------

    Venger, male half-fiend human Sor15: CR 17; Medium-size Humanoid (Human); HD 15d4+45; hp 84; Init +3 (Dex); Spd 30 ft.; AC 21 (+3 Dex, +1 natural, +7 leather armor +5); SQ Half-Fiend Powers; AL LE; SV Fort +8, Ref +8, Will +12; Str 14, Dex 15, Con 16, Int 15, Wis 12, Cha 21.

    Skills and Feats Alchemy +12, Concentration +22, Intimidate +6, KS: Arcana +20, KS: The Realms +6, Scry +12, Spellcraft +14, Spot +4, Combat Casting, Dodge, Iron Will, Spell Penetration, Empower Spell, Heighten Spell, Maximize Spell.

    Special Attacks (All powers are cast as a 15th level sorcerer) 1/day blasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight; 3/day darkness, poison, unholy aura.

    Special Qualities Resistance: Acid 20, Fire, Cold, and Electricity 25; Venger receives a +4 racial bonus to Intimidate checks due to his appearance.

    Spells 0—6; 1st— 8; 2nd— 7; 3rd— 7; 4th— 7; 5th— 7; 6th— 6; 7th— 4.

    --------------------

    Kelek, male human Wiz7: CR 7; Medium-size Humanoid (Human); HD 7d4+14; hp 33; Init +0; Spd 30 ft.; AC 11 (ring of protection +1); Atk +8 melee (1d6+5, quarterstaff), +6 melee (1d4+3, dagger +1); AL CE; SV Fort +4, Ref +2, Will +6; Str 15, Dex 10, Con 14, Int 15, Wis 13, Cha 7; Height 5’10”, weight 165 lbs.

    Skills and Feats Alchemy +10, Concentration +10, Knowledge (arcana) +18, Scry +12, Spellcraft +12, Combat Casting, Brew Potion, Craft Wondrous Item, Empower Spell, Spell Mastery
    Possessions Ring of protection +1, dagger +1, wand of ice storm (5 charges), shock thundering quarterstaff +3

    Spells 0—4; 1st—5; 2nd—4; 3rd—2; 4th—1

    Spellbook 1st—cause fear, charm person, magic missile, shield sleep; 2nd—detect thoughts, knock, mirror image, web; 3rd—fireball, fly, haste; 4th—charm monster

    --------------------

    Strongheart, male human Pal10: CR 10; Medium Humanoid (Human); HD 10d10; hp 68; Init +1; Spd 20 ft.; AC 18 (+7 half-plate, +1 small steel shield); Atk +14/+9 melee (1d8+3, lawful good longsword +2), +11/+6 melee (1d4+1, dagger); SA Smite Evil, Spells, Turn Undead; SQ Detect Evil, Divine Grace, Lay On Hands, Divine Health, Aura of Courage; AL LG; SV Fort +12, Ref +7, Will +7; Str 13, Dex 12, Con 11, Int 12, Wis 13, Cha 17; Height 6’2”, weight 245 lbs.

    Skills and Feats Concentration +6, Diplomacy +12, Handle Animal +14, Knowledge (religion) +6, Ride +22, Spot +2; Great Fortitude, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (Longsword)

    Special Attacks Smite Evil: 1/day +3 to hit and +10 damage to evil creatures; Turn Undead: 6/day as 8th level cleric

    Special Qualities Detect Evil: at will; Divine Grace: +3 to all saves; Lay On Hands: can heal up to 30 points of damage to self or others; Divine Health: immune to all disease; Aura of Courage: immune to fear, +4 morale bonus vs. fear to all within 10 ft.

    Possessions Half-plate, small steel shield, lawful good longsword +2 (semiempathy, Int 8, Wis 10, Cha 8, holy, lawful, detects evil, 1/day can cast cure light wounds, ego 8)

    Spells 1st—2; 2nd—1

    --------------------

    Warduke, male human Ftr8: CR 8; Medium -size Humanoid (Human); HD 8d10+16; hp 59; Init +1; Spd 20 ft.; AC 18 (half-plate +7, small steel shield +1); Atk +13/+8 melee (1d10+6, flaming bastard sword +1), +12/+7 melee (1d8+5, battleaxe), +11/+6 melee (1d4+3, dagger); AL CE; SV Fort +10, Ref +3, Will +2; Str 16, Dex 11, Con 14, Int 9, Wis 11, Cha 11; Ht. 6’2”; Wt. 235 lbs.

    Skills and Feats Climb +0, Handle Animal +4, Jump +0, Ride +8, Swim +4; Combat Reflexes, Exotic Weapon Proficiency (Bastard sword), Great Fortitude, Power Attack, Cleave, Weapon Focus (Bastard sword, Battleaxe), Weapon Specialization (Bastard sword, Battleaxe)

    Possessions Half-plate, flaming bastard sword +1, helm of darkvision
    Last edited by DnDChick; Friday, 8th March, 2002 at 11:16 PM.
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    ø Ignore Talath
    Thats neat!

    I always wondered what the hell Venger was ... it makes sense now. Are you going to do a stat for Dungeon Master?
    Mall Master SUPREME

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    ø Ignore DnDChick
    Originally posted by Talath
    Thats neat!

    I always wondered what the hell Venger was ... it makes sense now. Are you going to do a stat for Dungeon Master?
    Umm...maybe when I get the Epic Level Handbook and Deities and Demigods! LOL

    And as for what Venger was...well...the stats here are only my opinion of what he would be. Others might think differently. He was Dungeonmaster's son turned to evil, thats certain.
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  • #4
    Are these cartoons available anywhere? I loved this show when I was a kid.


    TLG

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    ø Ignore DnDChick
    Originally posted by The_lone_gunman
    Are these cartoons available anywhere? I loved this show when I was a kid.


    TLG
    To my knowledge, only one episode, the pilot, has ever been released on video. You might check at Amazon.com to see if its available for order.
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  • #6
    I must say there are pretty neat write ups, its cool to see the silly crew as legit DND characters.

    Nice work DND Chick!

    Oh and shouldn't Bobby be a small humanoid? I mean how big is a 10 year old 3-4 feet, about the size of a halfling.

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    ø Ignore DnDChick
    I suppose we could make Bobby small. That would increase his attack bonuses and AC by 1 each.
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    ø Ignore Kesh
    Not bad at all! I like what you've done with 'em.

    One suggestion: would Diana's staff also grant her the use of her Monk unarmed attack bonuses when wielded, or is she stuck with the armed bonuses?

    And how about noting a few of Venger's more commonly used spells, for those of us who tried too hard to forget this series.
    Kesh
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    ø Ignore DnDChick
    Originally posted by Kesh
    Not bad at all! I like what you've done with 'em.

    One suggestion: would Diana's staff also grant her the use of her Monk unarmed attack bonuses when wielded, or is she stuck with the armed bonuses?

    And how about noting a few of Venger's more commonly used spells, for those of us who tried too hard to forget this series.
    Unfortunately, Venger never called out the names of the spells he was casting, so we can only guess at the following:

    Magic Misisle
    Fireball
    Teleport
    Polymorph Self
    Lighting Bold
    Telekinesis

    umm...thats all I can think of off the top of my head, as Im at school and have no access to my PHB. Yeah...I know...hitting EnWorld at school...shame shame!

    Anyway...Venger had a captive shadow demon as a servant, messenger, and whipping boy, and you can find the 3e converted stats for a shadow demon over at the Creature Catalog:

    SHADOW DEMON

    TSR also came out with a module that had the stats for some of the minor characters in the series, Strongheart the Paladin, Kelek the evil Wizard, and Warduke the evil Fighter. These three also had action figures. If anyone shows contintued interest in this thread, I have converted these three to 3e, and will post them here.
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    ø Ignore Kesh
    Nice! Sure, feel free to post those also. I can always use some of these characters or magic items.
    Kesh
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