Interestingly enough, after posting the originl message I found a website which had a compendium of of He-Man characters with 3e stats for them. Not that I'd a agree with it - although I only have vague warm and fuzzy memories of the toys and the cartoon. The site
is .
Here's an example, stats for He-Man:
He-Man
Strength: 45* +17
Intelligence: 16 +3
Wisdom: 15 +2
Dexterity: 16 +3
Constitution: 23 +6
Charisma: 18 +4
Race: Human, Eternian
Class: Fighter
Alignment: Lawful good
Level: 20
Armor Class: 24
Hit Points: 244
Attack Bonus: +42 / 37 / 32 / 27 (Sword of Power), +37 / 32 / 27 / 22 (punch)
Damage: 1d10 +22 (17-20 x2) (medium slashing), 1d4 +17 +special (bludgeoning)
Saving Throws: Fortitude +20,
Reflex +9, Will +8
Inventory:
-Sword of Power 1d10 +5: The Sword of Power may be the most powerful weapon in the universe.
It can only be used, however, by one of lawful good alignment, chosen by the Spirit of Grayskull to protect the planet Eternia, a champion who is, most often, a direct descendant of the Ancients. In the hands of any other, the Sword of Power is no more than an indestructible broad sword. But in the hands of Prince Adam, the sword draws power from the Star Chamber at Castle Grayskull, transforming him into He-Man and thus granting him godly strength, ala +30 to strength, up to a max of 45. But for each round of exertion,
He-Man’s strength score increases by 1. If He-Man struggled to lift a rock but could not immediately budge it, the following round his strength would increase to 46, and the next to 47, and so on and so forth until he would eventually lift it. This is how he has managed to lift a mountain. If He-Man should somehow be separated from the sword for more than a day, his strength would return to its base of 18.
In addition to strength augmentation, in the hands of He-Man the Sword of Power radiates a continual minor globe of invulnerability protecting from all 3rd level spells. The weapon’s only drawback is that the wielder cannot wear any additional magic items and can don only light armor. Other magic items and heavier armor interrupts the flow of Star Chamber energy to the body, negating any enchantment.
-Studded leather garment +6 (+3 magic)
-Round steel shield +5 (+3 magic)
-Eternian tiger, “Battlecat”: He-Man can ride and call into combat a huge green and yellow striped tiger with stats equal to a dire tiger with max hit points.
Special Abilities:
Thunder-punch: Once per round, He-Man can utilize his great strength to knock an enemy off his feet and send him flying backwards through the air. Those struck by the thunder-punch suffer 1d4+17 damage and must make a fortitude saving throw vs. a DC of 10 + the base number of the attack roll or be sent hurling one yard per the base number of the attack roll. L size creatures make this saving throw vs. a DC of 5 + base attack roll, and creatures larger than L size are unaffected.
Earthquake-punch: Once per round, He-Man can punch the ground sending a shockwave of force out from his fist in a 30-foot radius. All those in the area must make a successful reflex save vs. a DC of 10 +1d20 or fall on the ground. L size creatures save vs. a DC of 5 +1d20, larger than L are not effected, and non-bipedal creatures are unaffected.
Armor Shred: With a successful grapple, He-Man is able to simply tear armor off of his opponents’ bodies, crumple shields like tin foil, and bend weapons like cheap silverware rendering them inoperable. Only magical weapons are capable of withstanding this power.
Skills:
Bluff 10
Climb 17
Diplomacy 11
Intimidate 14
Intuit Direction 9
Jump 17
Listen 14
Move Silently 12
Pilot Vehicle 13
Ride 18
Swim 17
Feats:
Alertness
Blind-Fight
Cleave
Combat Reflexes
Dodge
Focus: bastard sword
Great Cleave
Great Fortitude
Improved Bull Rush
Improved Critical: bastard sword
Improved Initiative +7
Improved Unarmed Strike
Mobility
Mounted Combat
Power Attack
Ride-By Attack
Spring Attack
Spirited Charge
Stunning Fist