Warduke is coming to Dungeon #105


log in or register to remove this ad

Ariddrake said:
DndChick thankyou for the infomation thats very cool. I also want to see how this Warduke stands up against the one coming in Dungeon. :)

These are nifty and nostalgic and all, but I must admit ... their ability scores stink! About the only character that that has stats close to what most players would accept is Peralay. lol

Take Elkhorn, for example ... what player of a Dwarf fighter would make his Charisma higher than his Strength? lol
 
Last edited:

>>>
*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.
>>>

The Dungeon version has about 12 levels on this guy, to say nothing of a much sexier helmet. :)

--Erik
 

Erik Mona said:
>>>

The Dungeon version has about 12 levels on this guy, to say nothing of a much sexier helmet. :)

--Erik

Well ... he has been around for over 20 years now ... I suppose he earned those levels! ;)

Of course, back when he first came out, 8th level was VERY impressive!
 

Ohhhh yeah ... here is the other stuff I promised.

My versions of the "kids" and ol' horn head from the D&D Cartoon. :)

I broke from cannon a little and gave the unarmed kids weapons.

Bobby the Barbarian, age 10, male human Bbn5: CR 5; SZ M; HD 5d12+5; hp 65 (75)*; Init +7; Spd 30 ft.; AC 15 (+3 Dex, +2 leather), touch 13, flat-footed 15; BAB/Grap +5/+5; Atk +11 melee (+12 melee)* (2d6+5 [2d6+8]*, Thunder Club +5); SA rage (2/day); SQ fast movement, improved uncanny dodge (Dex bonus to AC, can’t be flanked), trap sense +1; AL CG; SV Fort +6, Ref +4, Will +1; Str 10 (14)*, Dex 16, Con 11 (15)*, Int 9, Wis 10, Cha 11.
Skills: Climb +6, Handle Animal +6, Intimidate +4, Jump +3, Listen +4, Ride +6, Swim +3, Survival +3; Feats: Great Fortitude, Improved Initiative, Weapon Focus (club).
Possessions: Leather armor, horned helmet, 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; SZ M; HD 5d8+5; hp 31; Init +8; Spd 40 ft.; AC 17 (+4 Dex, +2 Wis, +1 monk bonus), touch 17, flat-footed 17; BAB/Grap +3/+3; Atk +8 melee (1d6+5, Acrobat’s Staff +5) or +3 melee (1d8, unarmed strike); SA flurry of blows, ki strike (magic), unarmed strike; SQ evasion, purity of body, still mind, slow fall (20 ft.); AL LG; SV Fort +5, Ref +8, Will +6; Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 13.
Skills: Balance +14, Climb +7, Concentration +2, Escape Artist +10, Hide +7, Jump +11, Listen +4, Move Silently +7, Perform +4, Ride +6, Swim +3, Tumble +14, Use Rope +4 (+6 with bindings); Feats: Deflect Arrows (b), Dodge, Improved Initiative, Stunning Fist (b), Two Weapon Fighting.
Possessions: Golden tiara, 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 spins. While spinning in this manner, it rebounds off of hard surfaces and returns to the hand of the wielder. Diana can make it rebound off of a number of surfaces equal to her monk 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 competence bonus to Balance, Jump, and Tumble checks.

Eric the Cavalier, age 17, male human Ftr5: CR 5; SZ M; HD 5d10+10; hp 37; Init +7; Spd 20 ft. in armor (30 ft. base); AC 24 (+0 Dex [max], +7 half plate, +7 shield), touch 17, flat-footed 24; BAB/Grap +5/+7; Atk +5 melee (1d8, longsword), +8 ranged (1d10, heavy crossbow); AL CN; SV Fort +5, Ref +7, Will +2; Str 11, Dex 17, Con 13, Int 13, Wis 12, Cha 11.
Skills: Bluff +1, Climb +1, Jump +1, Ride +10, Swim -7; Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quickdraw, Run. Climb, Hide, and Jump checks reduced by a -7 armor check penalty. Swim check reduced by a -14 armor check penalty.
Possessions: Half plate, Shield of Protection.
Shield of Protection, Heavy Steel Shield +5: The Shield of Protection resembles a normal heavy steel shield with a crest emblazoned upon it. Its powers are strictly defensive. The shield can applies its armor bonus to the wielder’s touch AC. 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 the shield’s other powers: arrow deflection, fortification, invulnerability, and reflection.

Hank the Ranger, age 18, male human Rgr5: CR 5; SZ M; HD 5d8+5; hp 32; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather), touch 13, flat-footed 13; BAB/Grap +5/+7; Atk +7 melee (1d8, longsword) or +14 ranged (1d8+7, Bow of Brilliant Energy +5); SA combat style (archery), favored enemy (orcs +4, outsiders [evil] +2); SQ animal companion, wild empathy (+2 synergy); AL LG; SV Fort +5, Ref +4, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 13.
Skills: Climb +7, Handle Animal +7, Heal +8, Hide +8, Jump +7, Knowledge (nature) +10, Listen +8, Move Silently +8, Search +8, Spot +8, Survival +8, Swim +6; Feats: Endurance (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track (b), Weapon Focus (longbow). Climb, Hide, Jump, and Move Silently skills reduced by a -1 armor check penalty. Swim skill reduced by a -2 armor check penalty.
Ranger Spells Prepared (1; save DC 12 + spell level): 1st—entangle.
Possessions: Studded leather armor, Bow of Brilliant Energy.
Bow of Brilliant Energy, Composite (Str +2) 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 2d6 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; SZ M; HD 5d4+5; hp 19; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; BAB/Grap +2/+2; Atk +2 melee (1d6, quarterstaff); SA spells; SQ summon familiar; AL LG; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 19, Wis 12.
Skills: Concentration +9, Craft (alchemy) +12, Decipher Script +12, Gather Information +3, Knowledge (arcana) +12, Knowledge (local) +12, Perform (stage magic) +5, Spellcraft +14; Feats: Alertness, Run, Scribe Scroll, Spell Penetration, Quicken Spell.
Arcane Spells Prepared (4/4/3/2; save DC 14 + spell level): 0—daze, detect magic, mage hand, read magic; 1st—hold portal, magic missile, obscuring mist, shield; 2nd—invisibility, web; 3rd—fireball, invisibility sphere.
Possessions: Robes, Hat of Wonder.
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 enables Presto to make a limited wish as the spell cast by a 15th level wizard. If he fails the Intelligence check, he may still make a wish but the result is unexpected or dangerous. 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 Wonder 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; SZ M; HD 5d6; hp 20; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +1 padded armor, +5 cloak), touch 19, flat-footed 20; BAB/Grap +3/+3; Atk +3 melee (1d6, shortsword); AL NG; SA sneak attack (+3d6); SQ evasion, trap sense +1, trapfinding, uncanny dodge (Dex bonus to AC); SV Fort +1, Ref +8, Will +2; Str 10, Dex 18, Con 11, Int 13, Wis 12, Cha 13.
Skills: Balance +12, Bluff +6, Climb +7, Disable Device +5, Escape Artist +12, Gather Information +3, Hide +15, Jump +5, Listen +5, Move Silently +15, Open Locks +6, Sleight of Hand +11, Search +5, Sense Motive +2, Spot +5, Swim +3, Tumble +8; Feats: Dodge, Skill Focus (Hide), Skill Focus (Move Silently).
Possessions: Padded armor, Cloak of Invisibility.
Cloak of Invisibility: This magical cloak enables Sheila to make unlimited use of greater invisibility as cast by a 15th level wizard and provides a +5 deflection 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; SZ S Magical Beast; HD 1d10; hp 5; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12; BAB/Grap +1/-3; Atk +2 melee (1d4, horn); Full Atk +2 melee (1d4, horn), -3 melee (1d3 [x2], hooves); SQ darkvision (60 ft.), immunities (poison, charm, and compulsion), low-light vision, scent, spell-like abilities, wild empathy; AL CG; SV Fort +2, Ref +3, Will -1; Str 10, Dex 13, Con 11, Int 6, Wis 8, Cha 12.
Skills: Jump +1, Listen +2, Move Silently +2, Spot +2, Survival -1; Feats: Alertness.
SQ—Spell-Like Abilities (Sp): 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 greater teleportation. She may only do so 1/day.


Venger, Male Half-Fiend Human Sor18: CR 21; M Outsider [Native]; HD 18d4+54; hp 100; Init +3; Spd 30 ft., fly 30 ft. (average); AC 21 (+3 Dex, +1 natural, +7 leather armor), touch 13, flat-footed 18; BAB/Grap +9/+11; Atk +11 melee (1d4+2, claw); Full Atk +11 melee (1d4+2 [x2], claws), +6 melee (1d6+1, bite); SA smite good (1/day, +18 damage vs. good opponent), spell-like abilities; SQ darkvision (60 ft.), DR (10/magic), immunity (poison), resistances (acid, cold, electricity, and fire 10); SR 28; AL LE; SV Fort +9, Ref +8, Will +14; Str 14, Dex 15, Con 16, Int 15, Wis 12, Cha 21.
Skills: Bluff +18, Concentration +24, Craft (alchemy) +13, Diplomacy +7, Intimidate +9, Knowledge (arcana) +23, Knowledge (the Realm) +12, Spellcraft +25, Spot +3; Feats: Combat Casting, Dodge, Empower Spell, Eschew Materials, Iron Will, Heighten Spell, Maximize Spell, Spell Penetration.
SA—Spell-Like Abilities (Sp): 3/day—darkness, poison, unholy aura; 1/day—blasphemy, contagion, desecrate, horrid wilting, summon monster IX (fiends only), unholy blight, unhallow.
Arcane Spells Per Day (6/8/7/7/7/7/6/6/5/3; save DC 15 + spell level).
Arcane Spells Known (9/5/5/4/4/4/3/3/2/1).
Possessions: Leather armor +5.
 

(Single tear falls down eye) I'm so happy :D Warduke is 20th Level! (He did almost takedown the Dungeonmaster). I'm going to beg my DM to put Hank in as an npc we meet in an inn so I can backstab him and jack his bow. ;) I love the internet. Thanks.
 

DnDChick said:
Big long list of cool old school Iconics statted out

<tear welling in eye>

You are the bestest DnDChick EVER!!!

<runs off to dig up his old box of these toys...>

-Rugger
"I ...<runs to PA from VT to get those figs...>"
 



DnDChick said:
These are nifty and nostalgic and all, but I must admit ... their ability scores stink! About the only character that that has stats close to what most players would accept is Peralay. lol

Take Elkhorn, for example ... what player of a Dwarf fighter would make his Charisma higher than his Strength? lol


b/c they follow the old rules. 3d6 six times in order. the only real way to play the game.

my problem i guess is the commercial sell out nature of the "plush" toy line.

i had this same problem when they made the metal minis of the DL and FR characters. but i got over it for the metals b/c at least they weren't toys. ;)
 

Remove ads

Top