Warduke is coming to Dungeon #105

Henry said:
Tiamat is that great-grandma with bad teeth that is always following Venger around and trying to pinch his cheeks and get a kiss.

Why do you think he screamed that way every time he saw her? :)


Finally, I stopped laughing long enough to breathe and type.

I'm only glad I wasn't drinking anything at the time. :D
 

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Scarbonac said:
Finally, I stopped laughing long enough to breathe and type.

I'm only glad I wasn't drinking anything at the time. :D

Well, I mean, she always talked with that raspy voice, and she always seemed MUCH more excited to see him than he did her. I can't believe I was the only one to figure this out! ;)
 

Upper_Krust said:
Hi all! :)

I still have that Warduke figure (among others), though he did suffer a sword of sharpness attack while defending the Fortress of Fangs and lost one of his arms. :(

...if only the over confident fool had worn chainmail on both arms. :rolleyes:


Same thing happened to mine, but a different roll on the severing chart, one of his legs was lopped off (the chainmail was no protection after all).
 

Scarbonac said:
All right! Can we hope for Venger and The Young Ones, too, at a future date?


Yea, what the hell. I had a couple of the orcs, the Hydra, the ghost/spectre, fire elemental, sack of gold, crystal ball, and the two men at arms. They were all pretty cool, although they were kind of rubbery ;)

jh
 

diaglo said:
and he needs to stop before he starts blowing more smoke up his own.... ;)


let me just say for the record: The Shady Dragon Inn and Quest for the Heartstone were the worst products ever produced for any RPG. EVAR.

Hey now!

Quest for the Heartstone was a great and fun mod for beginnners and those new to the game:

1. Pregenerated characters that (generally) looked cool
2. Classic, cliched, and therefore easy to run with plot
3. TONS of encounters with random critters! Sure, most of them made no sense, but the sheer VARIETY of beasties was great!

So there! :p

-Rugger
"I AmWillingToThrowdownToDefendAClassic!"
 

Quest for the heartstone was crazy my peralay elf wantabe got kill by 14 wandering hippogriffs on the way to the mountain. The pre generated characters were very cool though.
 


And here they are! Well... some of them at least.

Ariddrake said:
The pre generated characters were very cool though.

TADAA!


Characters marked with an asterisk are based on the LJN Dungeons and Dragons line of action figures from the early 80’s. Those without an asterisk never got an action figure (awwwww).

I tried to keep their Armor Class as close to the conversion as possible, but sometimes their AC had to change because of new mechanics for AC (i.e. such as the +2 AC bonus for Ringlerun from his staff of power). I kept their original hit point score whenever possible. Since all of these characters were pre-generated, the spell-casters were not given “prepared spells.” I have maintained that aspect in the conversion, but I have provided the number of spell slots a given character has.

Note that several of these are not quite done -- I have calculated but not spent their skill points and feats.

I am curious to see how my Warduke stacks up to the "Official" one. :)

And now, without further adieu, the LJN Action Figures!


*Strongheart, Male Human Pal10: CR 10; SZ M; HD 10d10; hp 68; Init +1; Spd 20 ft. (base 30 ft.); AC 21 (+1 Dex, +8 full plate, +2 heavy steel shield), touch 11, flat-footed 20; BAB/Grap +10/+11; Atk +14 melee (1d8+3, lawful good longsword +2), +11 melee (1d4+1, dagger); Full Atk +14/+9 melee (1d8+3, lawful good longsword +2), +11/+6 melee (1d4+1, dagger); SA smite evil (3/day, +3 to hit, +10 to damage), turn undead (6/day, as 7th level cleric, +2 synergy bonus); SQ aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (30 hp per day), remove disease (2/week), special mount; AL LG; SV Fort +12, Ref +7, Will +7; Str 13, Dex 12, Con 11, Int 12, Wis 13, Cha 17.
Skills: Concentration +9, Diplomacy +12, Handle Animal +14, Knowledge (religion) +9, Ride +14, Spot +2; Feats: Great Fortitude, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (longsword).
Paladin Spells: 2/2; save DC 11 + spell level.
Possessions: Full plate, heavy 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).

*Elkhorn, Male Dwarf Ftr7: CR 7; SZ S; HD 7d10+21; hp 67; Init +5; Spd 20 ft.; AC 20 (+1 Dex, +8 full plate, +1 light steel shield), touch 11, flat-footed 19; BAB/Grap +7/+6; Atk +8 melee (1d8+2, longsword +1) or hand axe +6 melee (1d6-1); Full Atk +8/+3 melee (1d8+2, longsword +1) or hand axe +6/+1 melee (1d6-1); SA +1 to attack orcs and goblinoids; SQ +2 bonus vs. spells, stability (+4 vs. bull rush or trip), +4 to AC vs. giants, stonecunning (+2 to Search checks); AL LG; SV Fort +12, Ref +3, Will +4; Str 9, Dex 13, Con 16, Int 9, Wis 10, Cha 11.
Skills: Climb -6, Craft (armorsmith) +2, Craft (weaponsmith) +2, Jump -1; Feats: Dodge, Mobility, Great Fortitude, Improved Initiative, Iron Will, Weapon Focus (longsword), Weapon Specialization (longsword). Climb and Jump skills reduced by a -7 armor check penalty.
Possessions: Longsword +1, hand axe, dagger, full plate, light steel shield, helmet.

*Mercion, Female Human Clr7 (Good, Law): CR 7; SZ M; HD 7d8-7; hp 35; Init -1; Spd 20 ft.; AC 18 (-1 Dex, +8 full plate, +1 light steel shield), touch 9, flat-footed 18; BAB/Grap +5/+5; Atk +7 melee (1d6+1, light mace +1); SA spells, turn undead (10/day, +2 synergy bonus); SQ aura; AL LG; SV Fort +4, Ref +1, Will +10; Str 10, Dex 9, Con 9, Int 12, Wis 17, Cha 17.
Skills: Concentration +9, Heal +13, Knowledge (religion) +11, Spellcraft +11; Feats: Iron Will, Weapon Focus (Light mace), Maximize Spell, Extra Turning.
Divine Spells: 6/5/4/3/1; save DC 13 + spell level.
Domain Spells (Good, Law): 1st—protection from evil; 2nd—calm emotions; 3rd—magic circle against evil; 4th—holy smite.
Possessions: Light mace +1, full plate, light steel shield.

*Ringlerun, Male Human Wiz7: CR 7; SZ M; HD 7d4-7; hp 23; Init +0; Spd 30 ft.; AC 13 (ring of protection +1, staff of power +2), touch 11, flat-footed 13; BAB/Grap +3/+2; Atk +3 melee (1d4, dagger +1), +4 melee (1d6+1, staff of power +2); SA spells; SQ summon familiar; AL LG; SV Fort +1, Ref +2, Will +6; Str 9, Dex 10, Con 9, Int 14, Wis 13, Cha 11.
Skills: [50 sp wiz]; Feats: Extend Spell, Heighten Spell, Maximize Spell, Spell Mastery (fireball, haste), Toughness.
Arcane Spells: 4/5/4/2/1; save DC 12 + spell level.
Spellbook: 0— all; 1st—charm person, magic missile, sleep; 2nd—detect thoughts, knock, levitate, web; 3rd—dispel magic, fireball, haste; 4th—ice storm, wall of ice.
Possessions: Dagger +1, staff of power, ring of protection +1.

*Peralay, Male Elf Ftr5/Wiz5: CR 10; SZ M; HD 5d10+5d4+30; hp 72; Init +2; Spd 20 ft.; AC 22 (+2 Dex, +8 chain mail +3, +2 heavy wooden shield), touch 12, flat-footed 20; BAB/Grap +7/+9; Atk +11 melee (1d8+4, +2 longsword) or +7 ranged (1d8, longbow); Full Atk +11/+6 melee (1d8+4, +2 longsword) or +7/+2 ranged (1d8, longbow); SA spells; SQ +2 to saves vs. enchantment, immunity (sleep), low-light vision, summon familiar; AL LN; SV Fort +7, Ref +5, Will +5; Str 14, Dex 14, Con 17, Int 15, Wis 10, Cha 14.
Skills: [32 sp ftr, 20 sp wiz]; Feats: 4 feats, 3 bonus fighter feats, 1 bonus wizard feat.
Arcane Spells: 4/4/3/1; save DC 12 + spell level.
Spellbook: 0—all; 1st—charm person, light, magic missile, shield; 2nd—arcane lock, invisibility, mirror image, see invisibility, web; 3rd—dispel magic, fireball, hold person, lighting bolt, water breathing.
Possessions: Longsword +2, dagger, longbow, 15 arrows, chain mail +3, heavy wooden shield, scroll of charm monster, scroll of confusion, scroll of wall of fire, scroll of cloudkill.

Figgen, Male Halfling Ftr7: CR 7; SZ S; HD 7d10+6; hp 45; Init +1; Spd 15 ft.; AC 21 (+1 size, +1 Dex, +8 full plate, +1 light steel shield), touch 12, flat-footed 20; BAB/Grap +7/+4; Atk +9 melee (1d6+1, small longsword) or +11 melee (1d3+3, small dagger) or +9 ranged (1d3, small sling); Full Atk +9/+4 melee (1d6+1, small longsword) or +11/+6 melee (1d3+3, small dagger) or +9/+4 ranged (1d3, small sling); AL LG; SV Fort +7, Ref +4, Will +2; Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 10.
Skills: [20 sp ftr]; Feats: 3 feats, 4 bonus Fighter feats.
Possessions: Dagger +2, short sword, full plate, light steel shield, helmet, sling, 20 stones, cloak of elvenkind.

Molliver, Female Human Rog8: CR 8; SZ M; HD 8d6+24; hp 40; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +3 leather armor +1), touch 13, flat-footed 16; BAB/Grap +6/+5; Atk +11 melee (1d6+1, short sword +2) or dagger +9 melee (1d4-1); Full Atk +11/+6 melee (1d6+1, short sword +2) or dagger +9/+4 melee (1d4-1); SA sneak attack (+4d6); SQ evasion, improved uncanny dodge (Dex bonus to AC, can’t be flanked), trap sense +2, trapfinding; AL LN; SV Fort +5, Ref +9, Will +1; Str 9, Dex 16, Con 16, Int 10, Wis 9, Cha 17.
Skills: [99 sp rog]; Feats: 3 feats Weapon Finesse.
Possessions: Short sword +2, 2 daggers, leather armor +1, boots of levitation.

*Hawkler, Male Human Rgr6: CR 6; SZ M; HD 6d8+6; hp 45; Init +3; Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor), touch 13, flat-footed 12; BAB/Grap +6/+7; Atk +8/+3 melee (1d8+1, longsword +1) or +9/+4 ranged (1d8, longbow); SA favored enemy (giants +4, goblinoids +2), improved combat style (archery); SQ animal companion (hawk), wild empathy; AL LG; SV Fort +6, Ref +5, Will +2; Str 13, Dex 16, Con 13, Int 11, Wis 10, Cha 12.
Skills: [45 sp rgr]; Feats: 4 feats, Endurance (b), Track (b). Hawkler can use the Rapid Shot and Manyshot feats as long as we wears light armor or no armor.
Possessions: Long bow, 12 arrows, longsword +1, dagger, leather armor.

*Deeth, Male Human Ftr8: CR 8; SZ M; HD 8d10+24; hp 58; Init +1; Spd 20 ft.; AC 21 (+1 Dex, +8 full plate, +2 heavy steel shield), touch 11, flat-footed 20; BAB/Grap +8/+9; Atk +12 melee (1d8+5, flail +2) or +12 melee (1d8+5, longsword +2); Full Atk +12/+7 melee (1d8+5, flail +2) or +12/+7 melee (1d8+5, longsword +2); SR 15; AL LG; SV Fort +11, Ref +3, Will +3; Str 12, Dex 13, Con 16, Int 11, Wis 13, Cha 14.
Skills: Climb +4, Handle Animal +3, Intimidate +4, Jump +2, Listen +3, Ride +10, Spot +3, Swim -14; Feats: Alertness, Dodge, Great Fortitude, Improved Critical (light flail), Improved Initiative, Weapon Focus (light flail, longsword), Weapon Specialization (light flail, longsword). Climb and Jump skills reduced by a -8 armor check penalty. Swim skill reduced by a -16 armor check penalty.
Possessions: Flail +2, longsword +2, full plate, heavy steel shield, helmet, scarab of protection.

*Bowmarc, Male Human Ftr7: CR 7; SZ M; HD 7d10+7; hp 45; Init +1; Spd 20 ft.; AC 21 (+1 Dex, +8 full plate, +2 heavy steel shield), touch 11, flat-footed 20; BAB/Grap +7/+8; Atk +10 melee (1d8+4, battle axe +1) or +10 melee (1d8+4, longsword +1); Full Atk +10/+5 melee (1d8+4, battle axe +1) or +10/+5 melee (1d8+4, longsword +1); AL LG; SV Fort +8, Ref +1, Will +2; Str 13 (11), Dex 12, Con 13, Int 9, Wis 10, Cha 12.
Skills: Climb -5, Handle Animal +9, Jump -6, Ride +9, Swim -14; Feats: Alertness, Blind-Fight, Great Fortitude, Leadership, Weapon Focus (Longsword, Battleaxe), Weapon Specialization (Longsword, Battleaxe). Climb and Jump skills reduced by a -8 armor check penalty. Swim skill reduced by a -16 armor check penalty.
Possessions: Battle axe +1, longsword +1, full plate, heavy steel shield, helmet, gauntlets of ogre strength.

*Valkeer, Male Human Ftr5: CR 5; SZ M; HD 5d10+5; hp 39; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +2 leather armor, +2 heavy wooden shield), touch +3, flat-footed 14; BAB/Grap +5/+8; Atk +8 melee (1d8+3, warhammer); AL LN; SV Fort +5, Ref +4, Will +1; Str 16, Dex 16, Con 12, Int 12, Wis 11, Cha 12.
Skills: [32 sp ftr]; Feats: 3 feats, 3 Fighter bonus feats.
Possessions: Longsword +1, warhammer, hand axe, leather armor, heavy steel shield, helmet.


*Grimsword, Male Human Ftr7: CR 7; SZ M; HD 7d10+7; hp 52; Init +1; Spd 20 ft.; AC 21 (+1 Dex, +8 full plate, +2 heavy steel shield), touch 11, flat-footed 20; BAB/Grap +7/+9; Atk +10 melee (1d8+3) or flail +9 ranged (damage); Full Atk +10/+5 melee (1d8+3) or flail +9/+4 ranged (damage); AL CN; SV Fort +6, Ref +3, Will +1; Str 15, Dex 13, Con 12, Int 10, Wis 9, Cha 7.
Skills: [30 sp ftr]; Feats 4 feats, 4 fighter bonus feats.
Possessions: Longsword +1 (energy drain), flail, full plate, chain mail, heavy steel shield, helmet.

Zargash, Male Human Clr7 (Chaotic, Evil): CR 7; SZ M; HD 7d8; hp 38; Init +0; Spd 20 ft.; AC 20 (+8 full plate, +2 heavy steel shield), touch 10, flat-footed 20; BAB/Grap +5/+4; Atk +5 melee (1d8, heavy mace +1); SA rebuke undead (6/day); SQ aura; AL CE; SV Fort +5, Ref +2, Will +7; Str 8, Dex 10, Con 10, Int 10, Wis 15, Cha 16.
Skills: [30 sp clr]; Feats: 4 feats.
Divine Spells: 6/5/4/2/1; save DC 12 + spell level.
Domain Spells— 0— ; 1st—; 2nd—; 3rd—; 4th—.
Possessions: Heavy mace +1, war hammer, snake staff, full plate, heavy steel shield, helmet.

*Kelek, Male Human Wiz7: CR 7; SZ M; HD 7d4+14; hp 33; Init +0; Spd 30 ft.; AC 11 (ring of protection +1), touch 11, flat-footed 11; BAB/Grap +3/+5; Atk +8 melee (1d6+5, thundering quarterstaff +3), +6 melee (1d4+3, dagger +1); SA spells; SQ summon familiar; AL CE; SV Fort +4, Ref +2, Will +6; Str 15, Dex 10, Con 14, Int 15, Wis 13, Cha 7.
Skills: Concentration +12, Craft (alchemy) +12, Knowledge (arcana) +12, Knowledge (the Planes) +12, Spellcraft +14, Survival +1 (+3 on other planes); Feats: Combat Casting, Brew Potion, Craft Wondrous Item, Empower Spell, Scribe Scroll (b), Spell Mastery.
Arcane Spells: 4/5/4/2/1; save DC 12 + spell level.
Spellbook: 1st—cause fear, charm person, magic missile, shield sleep; 2nd—detect thoughts, knock, mirror image, web; 3rd—fireball, fly, haste; 4th—charm monster.
Possessions: Ring of protection +1, dagger +1, wand of ice storm (5 charges), shock thundering quarterstaff +3.

*Warduke, Male Human Ftr8: CR 8; SZ M; HD 8d10+16; hp 59; Init +1; Spd 20 ft.; AC 20 (+8 full plate, +2 heavy steel shield), touch 10, flat-footed 20; BAB/Grap +8/+11; Atk +13 melee (1d10+6, flaming bastard sword +1), +12 melee (1d8+5, battleaxe), +11 melee (1d4+3, dagger); Full 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.
Skills: Climb +0, Handle Animal +4, Jump +0, Ride +7, Swim -9; Feats: Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Great Fortitude, Power Attack, Cleave, Weapon Focus (bastard sword, battleaxe), Weapon Specialization (bastard sword, battleaxe). Climb and Jump skills reduced by a -8 armor check penalty. Swim skill reduced by a -16 armor check penalty.
Possessions: Full plate, flaming bastard sword +1, helm of darkvision.

*Skylla, Female Human Wiz6: CR 6; SZ M; HD 6d4; hp 22; Init +0; Spd 30 ft.; AC 11 (+1 ring of protection), touch 11, flat-footed 11; BAB/Grap +3/+2; Atk +3 melee (1d4, dagger +1); SA spells; SQ summon familiar; AL CE; SV Fort +2, Ref +2, Will +7; Str 9, Dex 11, Con 10, Int 12, Wis 15, Cha 11.
Skills: [36 sp wiz]; Feats: 4 feats, 1 Wizard bonus feat, Scribe Scroll (b).
Arcane Spells: 4/4/3/2; save DC 11 + spell level.
Spellbook: 0— all; 1st—charm person, floating disk, magic missile; 2nd—arcane lock, knock, levitate, see invisibility; 3rd— hold person, lightning bolt.
Possessions: Dagger +1, staff of command (12 charges), ring of protection +1.

*Zorgar, Male Human Bbn5: CR 5; SZ M; HD 5d12+15; hp 37 (47)*; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +5 chain mail), touch 11, flat-footed 16; BAB/Grap +5/+9; Atk +9 melee (+11 melee)* (1d10+6 [1d10+9]*, greatclub) or +10 melee (+12 melee)* (1d4+5 [1d4+7, dagger +1); SA rage (2/day); SQ fast movement, improved uncanny dodge (Dex bonus to AC, can’t be flanked), trap sense +1; AL CE; SV Fort +7 (+9)*, Ref +2, Will +0 (+2)*; Str 18 (22)*, Dex 13, Con 16 (20)*, Int 10, Wis 9, Cha 12.
*While raging.
Skills: [40 sp bbn]; Feats: 3 feats.
Possessions: Dagger +1, greatclub, chain mail.

*Drex, Male Human Ftr6: CR 6; SZ M; HD 6d10; hp 39; Init +6; Spd 30 ft.; AC 17 (+2 Dex, +3 leather armor +1, +2 heavy steel shield), touch 12, flat-footed 15; BAB/Grap +6/+8; Atk +10 melee (2d4+5, falchion +1); Full Atk +10/+5 melee (2d4+5, falchion +1); AL CE; SV Fort +7, Ref +4, Will +2; Str 15, Dex 14, Con 11, Int 9, Wis 10, Cha 10.
Skills: Climb +6, Jump +3, Ride +5, Swim +4; Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Power Attack, Cleave, Great Cleave, Weapon Focus (falchion), Weapon Specialization (falchion). Climb and Jump skills reduced by a -2 armor check penalty. Swim skill reduced by a -4 armor check penalty.
Possessions: Falchion +1, dagger, leather armor +1, heavy steel shield, helmet.

*Zarak, Male Half-Orc Rog5: CR 5; SZ M; HD 5d6+15; hp 37; Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor), touch 11, flat-footed 13; Atk +5 melee (1d4+2, dagger +1); SA sneak attack (+3d6); SQ evasion, trap sense +1, trapfinding, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +4, Ref +5, Will +2; Str 13, Dex 12, Con 16, Int 11, Wis 13, Cha 6.
Skills: [64 sp rog]; Feats: 2 feats.
Possessions: Returning throwing dagger +1, leather armor, potion of invisibility.
 


jrients said:
No assassin levels for Zarak still? :(

I agree that he should have some, but he can't meet the Requirements of the Assassin PrC. He is high enough level to have the required 8 ranks in Move Silently and Hide, so maybe when he goes up a level he can take up the Assassin PrC. ;)
 

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