Kill Monsters & Win Money: 18 Heroes

Tav_Behemoth

First Post
These are the characters I'm pre-generating for the Kill Monsters & Win Money tournament at Gen Con So Cal. They're just stats because they're made to do a specific job (quickly and efficiently take down an adult green dragon), although I may yield to the temptation to give them each a little background and personality.

In many cases, the characters' stats reflect some spells and items that have already been used, noted as "Active Effects".

Forgive the compressed stat-block format; the Excel tools I'm using to create them were designed to do monsters & NPCs for Masters and Minions. In some cases, I've provided descriptions of spells, feats, etc, since not everyone in the tournament will be as expert as EN Worlders!
 
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Kron the Longshafter

Kron the Longshafter, Male Human Barbarian 8; HD 8d12+16; hp 75; Init +2; Spd 40 ft.; AC 18, touch 13, flat-footed 16; Base Atk +8; Grp +12; Atk +14 melee (1d10+8/x3, +2 glaive) or +12 melee (1d4+4/x4, light pick) or +11 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); Full Atk +14/+9 melee (1d10+8/x3, +2 glaive) or +12/+7 melee (1d4+4/x4, light pick) or +11/+6 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); SA rage 3/day; SQ DR 1/-, uncanny dodge, improved uncanny dodge, fast movement; AL CG; SV Fort +10, Ref +6, Will +5; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8.

Feats: Power Attack, Dodge, Mobility, Spring Attack

Skills: Climb +13, Intimidate +10, Jump +13, Listen +12

Possessions: +2 glaive, light pick, +1 composite longbow [+4 Str bonus], +1 chain shirt, +2 cloak of resistance, +2 gauntlets of ogre power, potion of protection from acid (absorbs first 60 points)

Note that, as per the rules for creating characters above first level in the DMG, Kron has paid 5 times more than normal for his one-shot potion (since he's not going to be using it in a continuing campaign).

Here are how his stats change when he's raging (lasts 7 rounds):
HD 8d12+32; hp 91; AC 16, touch 11, flat-footed 14; Grp +14; Atk +16 melee (1d10+11/x3, +2 glaive) or +14 melee (1d4+6/x4, light pick) or +11 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); Full Atk +16/+11 melee (1d10+11/x3, +2 glaive) or +14/+9 melee (1d4+6/x4, light pick) or +11/+6 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); SV Fort +12, Ref +6, Will +7; Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 8.
 
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Kron the Buffed

I've decided to let characters use up to 5 items or spells that provide buffing effects with more than 1-minute durations ahead of the battle (and to impose a limit that no more than 1/4th of equipment can come from one-shot items). With that in mind, and following some good advice from the Wizards character optimization forums about use of one-shot stat boosts, here's an updated version of Kron:

Kron The Longshafter, Male Human Barbarian 8; Large humanoid; HD 8d12+16; hp 75; Init +1; Spd 40 ft.; AC 18, touch 12, flat-footed 17; Base Atk +8; Grp +19; Atk +16 melee (2d8+12/x3, +2 glaive) or +15 melee (1d6+8/x4, +1 light pick) or +9 ranged (2d6+5/x3, +1 composite longbow [+4 Str bonus]); Full Atk +16/+11 melee (2d8+12/x3, +2 glaive) or +15/+10 melee (1d6+8/x4, +1 light pick) or +9/+4 ranged (2d6+5/x3, +1 composite longbow [+4 Str bonus]); SA rage 3/day; SQ DR 1/-, uncanny dodge, improved uncanny dodge, fast movement; AL CG; Space/Reach 10 ft./10 ft.; SV Fort +10, Ref +5, Will +5; Str 24, Dex 13, Con 14, Int 6, Wis 12, Cha 6.

Feats: Power Attack, Dodge, Mobility, Spring Attack

Skills: Intimidate +9, Listen +12

Possessions: +2 glaive, +1 light pick, +1 composite longbow [+4 Str bonus], +1 chain shirt, +1 amulet of natural armor, +2 cloak of resistance

Active Effects:
potion of bull's strength, potion of enlarge person, potion of protection from evil, potion of protection from acid (absorbs first 60 points)

Stats while Raging: HD 8d12+32; hp 91; AC 16, touch 10, flat-footed 15; Grp +21; Atk +18 melee (2d8+15/x3, +2 glaive) or +17 melee (1d6+10/x4, +1 light pick) or +9 ranged (2d6+5/x3, +1 composite longbow [+4 Str bonus]); Full Atk +18/+13 melee (2d8+15/x3, +2 glaive) or +17/+12 melee (1d6+10/x4, +1 light pick) or +9/+4 ranged (2d6+5/x3, +1 composite longbow [+4 Str bonus]); SV Fort +12, Ref +5, Will +7; Str 28, Dex 13, Con 18, Int 6, Wis 12, Cha 6.
 

Olgren is buffed using his selection of wands; I allowed the purchase of wands with fewer than the normal number of charges, but not fewer than 3.

Olgren The Protector, Male Dwarf Paladin 3/Fighter 4/Dwarven Defender 1; HD 7d10+1d12+16; hp 71; Init +1; Spd 20 ft.; AC 31, touch 14, flat-footed 30; Base Atk +8; Grp +10; Atk +10 melee (1d10+5/x3, +1 dwarven waraxe) or +8 melee (1d6+2/x2, armor spikes) or +10 ranged (1d8+1/x3, +1 composite longbow); Full Atk +10/+5 melee (1d10+5/x3, +1 dwarven waraxe) or +8/+3 melee (1d6+2/x2, armor spikes) or +10/+5 ranged (1d8+1/x3, +1 composite longbow); SA smite evil 1/day, aura of courage, lay on hands, divine health, defensive stance; SQ —; AL LG; SV Fort +17, Ref +9, Will +11; Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 18.

Feats: Combat Expertise, Dodge, Endurance, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)

Skills: Sense Motive +12

Possessions: +1 dwarven waraxe, armor spikes, +1 composite longbow, +2 full plate, +2 tower shield, +1 amulet of natural armor, +2 cloak of resistance, wand of bull's strength (2 charges), wand of eagle's splendor (2), wand of resist acid 30 (2), wand of bless weapon (2), 2 potions of cure light wounds

Effects: Bull's strength, protection from evil, eagle's splendor, bless weapon, resist acid 30 (all from wands)

Notes: Immune to fear and disease; always confirms crits; smite evil adds +4 to hit and +3 damage; lay on hands heals 12 points

Defensive Stance: HD 7d10+1d12+32; hp 87; AC 34, touch 17, flat-footed 33; Grp +11; Atk +11 melee (1d10+6/x3, +1 dwarven waraxe) or +9 melee (1d6+3/x2, armor spikes) or +10 ranged (1d8+1/x3, +1 composite longbow); Full Atk +11/+6 melee (1d10+6/x3, +1 dwarven waraxe) or +9/+4 melee (1d6+3/x2, armor spikes) or +10/+5 ranged (1d8+1/x3, +1 composite longbow); SV Fort +21, Ref +11, Will +13; Str 17, Dex 13, Con 18, Int 13, Wis 12, Cha 18.

When winded after the defensive stance: Grp +10, Full Atk +10/+5 melee (1d10+5/x3, +1 dwarven waraxe) or +8/+3 melee (1d6+2/x2, armor spikes), and Str 15.
 
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Gyra The Backstabber, Male Elf Rogue 8; Small humanoid; HD 8d6; hp 31; Init +8; Spd 30 ft.; AC 23, touch 21, flat-footed 15; Base Atk +6; Grp +1; Atk +18 melee (1d4+1/19-20, +2 shortsword) or +16 ranged (1d6/x3, +1 composite longbow); Full Atk +18/+13 melee (1d4+1/19-20, +2 shortsword) or +16/+16/+11 melee (1d4+1/19-20, two +2 shortswords) or +16/+11 ranged (1d6/x3, +1 composite longbow); SA sneak attack +4d6; SQ evasion, uncanny dodge, improved uncanny dodge, trapfinding; AL CG; SV Fort +2, Ref +14, Will +2; Str 8, Dex 26, Con 10, Int 13, Wis 10, Cha 10.

Feats: Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Shortsword)

Skills:
Bluff +11, Escape Artist +19, Hide +23, Jump +12, Listen +11, Move Silently +19, Sense Motive +11, Tumble +21, Use Magic Device +11

Possessions: +2 shortsword, +2 shortsword, +1 composite longbow, +1 padded armor

Active Effects: potion of cat's grace, potion of protection from acid (absorbs first 60 points), potion of reduce person
 

This character is based on a suggestion by PhaedrusXY, although I've taken some liberties in adapting him!

Esus the Sniper, Male Halfling Ranger 7/Shadowdancer 1; Tiny humanoid; HD 7d10+1d8+8; hp 56; Init +8; Spd 20 ft.; AC 26, touch 22, flat-footed 18; Base Atk +6; Grp -2; Atk +9 melee (1d4/19-20, masterwork longsword) or +9 melee (1d3/19-20, masterwork shortsword) or +18 ranged (1d4+2/x3, +2 dragonbane composite longbow); Full Atk +9/+4 melee (1d4/19-20, masterwork longsword) or +9/+4 melee (1d3/19-20, masterwork shortsword) or +18/+13 ranged (1d4+2/x3, +2 dragonbane composite longbow); SA favored enemy +4 (dragons), favored enemy +2 (reptilian humanoids); SQ animal companion, hide in plain sight, wild empathy; AL N; Space/Reach 2 1/2 ft./0 ft.; SV Fort +9, Ref +18, Will +5; Str 10, Dex 26, Con 12, Int 10, Wis 10, Cha 8.

Feats: Combat Reflexes, Track, Rapid Shot, Dodge, Endurance, Mobility, Manyshot

Skills: Hide +37, Listen +10, Move Silently +19, Perform +4, Spot +10, Tumble +17

Possessions:
masterwork longsword, masterwork shortsword, +2 dragonbane composite longbow, mithral chain shirt, potion of reduce self, wand of cat's grace (2 charges), wand of protection from energy (2), wand of wind wall (3)

Active Effects: elixir of hiding, potion of reduce self, wand of cat's grace

Notes: Against a dragon, Esus adds +4 to hit and damage, and deals an additional 2d6 damage.
 

This character is based on Tarkus Bloodbane, contributed by Baudolino at the Wizards.com boards. His listed stats show the effects of all the spells he could cast in the 5 rounds allowed for pre-combat buffing.

Tarkus, Priest Of Kord, Male Half-Orc Cleric of Kord 8; Large humanoid; HD 8d8+32; hp 73; Init +0; Spd 20 ft.; AC 19, touch 11, flat-footed 19; Base Atk +8; Grp +18; Atk +14 melee (3d6+11/19-20, +2 greatsword) or +11 melee (1d8+6, light mace) or +5 ranged (2d8/19-20, heavy crossbow); Full Atk +14/+9 melee (3d6+11/19-20, +2 greatsword) or +11/+6 melee (1d8+6, light mace) or +5/+0 ranged (2d8/19-20, heavy crossbow); SA turn undead; SQ strength domain, luck domain; AL CG; Space/Reach 10 ft./10 ft.; SV Fort +12, Ref +4, Will +10; Str 22, Dex 11, Con 18, Int 8, Wis 14, Cha 6.

Feats: Martial Weapon Proficiency (Greatsword), Power Attack, Weapon Focus (Greatsword)

Skills: Concentration +15

Spells Prepared (6/5/4/3/2; save DC 12 + spell level): 0—create water, detect magic, light, resistance (x3); 1st—divine favor, remove fear (x2), shield of faith; 2nd—aid, summon monster II (x2); 3rd—dispel magic (x2), prayer; 4th—divine power, summon monster IV, freedom of movement*

Possessions: +2 greatsword, adamantine plate mail, light mace, heavy crossbow, potion of blur, oil of bless weapon

Active Effects: bear's endurance, bull's strength*, enlarge person*, protection from acid*, protection from evil (all cast from prepared spells)

*Domain bonus spell

Domain Powers:
Strength (Feat of strength, 1/day: Gain a +8 enhancement bonus to Str for one round as a free action)
Luck (Power of good fortune, 1/day: Reroll one roll you have just made before the DM declares it a success or failure, must keep new roll)

Notes: The enhancement bonus from Kord's feat of strength does not stack with that from his bull's strength spell; using this power thus effectively increases his strength by +4 from the listed values.
 

Arklan Sharp-Sword

Arklan Sharp-Sword, Male Human Barbarian 2/Fighter 6; Medium humanoid; HD 2d12+6d10+16; hp 69; Init 5; Spd 30 ft.; AC 19, touch 13, flat-footed 18; Base Atk +8; Grp +14; Atk +18 melee (2d6+14/17-20, +3 greatsword) or +14 melee (1d6+6/19-20, shortsword) or +10 ranged (1d8+4/x3, masterwork composite longbow [+4 Str bonus]); Full Atk +18/+13 melee (2d6+14/17-20, +3 greatsword) or +14/+9 melee (1d6+6/19-20, shortsword) or +10/+5 ranged (1d8+4/x3, masterwork composite longbow [+4 Str bonus]); SA —; SQ rage 1/day, uncanny dodge; AL CG; SV Fort +12, Ref +7, Will +7; Str 22, Dex 13, Con 14, Int 8, Wis 12, Cha 8.

Feats: Blind-Fight, Power Attack, Iron Will, Weapon Focus (Greatsword), Improved Initiative, Lightning Reflexes, Weapon Specialization (Greatsword), Improved Critical (Greatsword)

Skills: Climb +14, Intimidate +10, Jump +8, Listen +6

Possessions: +3 greatsword, shortsword, masterwork composite longbow [+4 Str bonus], +1 breastplate

Active Effects: potion of bull's strength, oil of bless weapon, potion of remove fear, potion of protection from acid

Stats while Raging: HD 2d12+6d10+32; hp 85; AC 17, touch 11, flat-footed 16; Grp +16; Atk +20 melee (2d6+17/17-20, +3 greatsword) or +16 melee (1d6+8/19-20, shortsword) or +10 ranged (1d8+4/x3, masterwork composite longbow [+4 Str bonus]); Full Atk +20/+15 melee (2d6+17/17-20, +3 greatsword) or +16/+11 melee (1d6+8/19-20, shortsword) or +10/+5 ranged (1d8+4/x3, masterwork composite longbow [+4 Str bonus]); SV Fort +14, Ref +7, Will +9; Str 26, Dex 13, Con 18, Int 8, Wis 12, Cha 8.

Notes: Due to the oil of bless weapon, Arklan automatically confirms critical hit threats made with his greatsword. The reduce fear potion Arklan drank gives him a +4 morale bonus to saves vs. fear. When raging, however, this is effectively reduced to a +2 bonus, since it overlaps the +2 morale bonus he receives to all will saves while raging.
 
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Brythan The Harrier

Brythan The Harrier, Male Human Rogue 6/Fighter 2; Medium humanoid; HD 6d6+2d10+16; hp 52; Init +6; Spd 30 ft.; AC 22, touch 18, flat-footed 16; Base Atk +6; Grp +8; Atk +9 melee (2d6+4/19-20, +1 greatsword) or +9 melee (1d6+2/19-20, masterwork shortsword) or +15 ranged (1d8+5/x3, +3 composite longbow [+2 Str bonus]); Full Atk +9/+4 melee (2d6+4/19-20, +1 greatsword) or +9/+4 melee (1d6+2/19-20, masterwork shortsword) or +15/+10 ranged (1d8+5/x3, +3 composite longbow [+2 Str bonus]); SA sneak attack +3d6; SQ evasion, uncanny dodge, improved uncanny dodge, trapfinding; AL CG; SV Fort +9, Ref +10, Will +7; Str 14, Dex 22, Con 14, Int 9, Wis 10, Cha 8.

Feats: Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot On The Run, Manyshot

Skills: Bluff +8, Climb +4, Escape Artist +15, Hide +15, Jump +15, Listen +9, Move Silently +15, Tumble +17, Use Magic Device +8

Possessions: greatsword (w/oil of magic weapon), masterwork shortsword, +3 composite longbow [+2 Str bonus], mithral chain shirt, scroll of invisibility, potion of remove fear, thieves' tools

Active Effects
: potion of cat's grace, potion of protection from acid, oil of magic weapon

Notes
: Full attack with rapid shot is +13/+13/+8. Manyshot fires two arrows using a single attack roll of +11; critical hit or sneak attack damage applies only once.
 

Just finished the last of the heroes - a good thing with the tournament at Gen Con So Cal less than a month away & some groups and stores already starting to run practice sessions in hopes of claiming the prize!

Here's a character focused on no-saving-throw touch spells; all comments are welcome except for "What a cheesy use of a bead of karma". which I feel bad enough about already.

Vitroen Death-touch, Male Human Cleric of Kord 1/Wizard 7; Medium humanoid; HD 7d4+1d8+16; hp 41; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +3; Grp +2; Atk/Full Atk +2 melee (1d8-1, heavy mace) or +2 melee (1d6-1, light mace) or +5 ranged (1d8, light crossbow); SA turn undead, familiar; SQ —; AL NG; SV Fort +6, Ref +4, Will +7; Str 8, Dex 14, Con 14, Int 18, Wis 11, Cha 8.

Feats: Extend Spell, Greater Spell Penetration, Improved Familiar, Improved Initiative, Spell Penetration
+4 to caster level check vs. SR; stirge familiar

Skills: Concentration +13, Craft (alchemy) +15, Escape Artist +7, Knowledge (arcana) +15, Listen +5, Spellcraft +15, Spot +0, Tumble +7

Possessions: heavy mace, light mace, light crossbow, strand of prayer beads.
Each of the following prayer beads is usable once per day:
bead of healing, cast either cure serious wounds, remove blindness/deafness, or remove disease
bead of karma, cast all spells at +4 caster level for 10 minutes
bead of smiting, cast holy smite (3d8 damage and blinded in 20 ft. burst; SR check 1d20+7; Will DC 17 avoids blindness and reduces damage by half).

Cleric domain powers, usable once per day:
Luck: Reroll any one dice roll before you learn its outcome.
Strength: Feat of strength as free action gives +1 enhancement bonus to Strength for 1 round

Cleric Spells Prepared (3/1+1; save DC 10 + spell level)

Level 1
Protection From Evil +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures; blocks mind control; affects you or a creature you touch; lasts 1 minute
Enlarge Person (domain) Enlarges you or a humanoid creature within 40 ft. by one size category, giving a +2 size bonus to Str, a –2 size penalty to Dex, and a -1 size penalty on attack rolls and AC; bigger weapons do more damage; lasts 1 minute.
Cure Light Wounds (substitution) Cures 1d8+1 points of damage to you or a creature you touch. (1d8+5 with bead of karma).

Wizard Spells Prepared (4/5/4/3/2; save DC 14 + spell level)

Level 1
Mage Armor +4 armor bonus for you or a creature you touch; lasts 7 hours
Magic Missile Four missiles deal 1d4+1 force damage each; always hit unless target has total cover or concealment; range 170 ft.; SR check 1d20+11. (Five missiles & SR check 1d20+15 with bead of karma).
Ray Of Enfeeblement Ranged touch attack deals 1d6 +3 Str damage; SR check 1d20+11. (1d6+5 damage & SR check 1d20+15 with bead of karma).
Reduce Person Shrinks you or a humanoid creature within 40 ft. by one size category, giving a +2 size bonus to Dex, a –2 size penalty to Str, and a +1 size bonus on attack rolls and AC; smaller weapons do less damage; lasts 7 minutes.
Shocking Grasp Melee touch attack deals 3d6 electricity damage; SR check 1d20+11. (5d6 damage & SR check 1d20+15 with bead of karma).

Level 2
Blur Attacks miss you or creature you touch 20% of the time due to concealment; lasts 7 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.
Spectral Hand Deliver melee touch attack spells using incorporeal hand at +2 to hit; casting spell causes you 1d4 points of damage; lasts 7 minutes.
Scorching Ray Fires two ranged touch attacks, each dealing 4d6 fire damage; range 40 ft.; SR check 1d20+11. (Three rays, range 50 ft., SR check 15 with bead of karma).

Level 3
Dispel Magic Targeted dispel check 1d20+7; range 170 ft. (Dispel check 1d20+10 w/bead of karma).
Protection From Energy Absorbs 84 points of damage from one kind of energy; affects you or a creature you touch; lasts 70 minutes
Vampiric Touch Melee touch attack deals 3d6 damage; you gain damage as hp; SR check 1d20+11. (5d6 damage & SR check 1d20+15 with bead of karma.)

Level 4
Invisibility, Greater Can attack while invisible, granting +2 bonus to hit and denying target Dex bonus to AC; affects you or a creature you touch; lasts 7 rounds
Stoneskin DR 10/adamantine, expires after soaking 70 points of damage; affects you or a creature you touch; lasts 70 minutes. (110 points w/bead of karma.)

Familiar:
Stirge, Tiny neutral magical beast
HP: 20 hp (8 HD)

AC: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16
Improved evasion

Speed: 10 ft (2 squares), fly 40 ft. (average)
Initiative +4
Senses: Listen +7, Spot +4; darkvision 60 ft., low-light vision

Touch +7 melee (attach for blood drain). Reach 0 ft.
Grapple touch attack -1; -9 grapple check (blood drain), +3 when attached
Blood Drain: A stirge deals 1d4 points of Constitution damage in any round when it begins its turn attached to a victim; it detaches when it has dealt 4 points of Constitution damage.

Share spells with master, deliver touch spells

Fort +4, Ref +6, Will +8
Str 3, Dex 19, Con 10, Int 10, Wis 12, Cha 6
 
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