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Thread: MOTU: D20 A Work In Progress...

  1. #1
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    MOTU: D20 A Work In Progress...

    I have seen prior posts here at the Org on the title subject. I figured I'd throw my hat in the ring. I will tackle the principle and secondary characters using the 3.0 D20/Paizo rules set. I plan to post characters in matched pairs of adversaries. At least till I get to the later groups like The Horde, The Cosmic Enforcers, Snake Men, etc.

    I will post a blank character listing template here once it is complete. The first pair of enemies will be He-Man & Skeletor. Other members are welcome to use the information posted to this thread as they see fit.

    Addendum: I found these
    Last edited by Thinktank; April 17, 2016 at 03:16pm.
    "Where am I to go, now that I've gone to far?"

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    He-Man & Skeletor.

    I found these Prior Write-ups, and like what they have in them for the most part.
    I will tinker with them to simplify and better represent my take on how best
    use D20(3.0/Paizo) with these iconic characters. These write-ups are from here:


    Male Enchanted Human Paladin 20

    CR 25; Medium-Sized humanoid (human); HD 20d10+80; hp 220; Init +8; Spd 30 ft; AC 24 (touch 14, flat-footed 20, add 6 to normal and flat-footed when shield is used); Atk +20/+15+10/+5 (1d10+5+9 plus 1d6 electricity plus 2d6 holy/19-20, The Sword of Greyskull); SA smite evil, turn undead (seven times a day as a 18th level cleric, Sword is used as holy symbol), spells; SQ detect evil, divine grace, lay on hands(80 hp per day), remove disease (six times per day), divine health, bonded mount, alter ego; AL LG; SV Fort 20, Ref 14, Will 12 (divine grace bonus already applied); Str 28, Dex 19, Con 19, (physical ability scores may increase; see below) Int 16, Wis 15, Cha 18.
    Skills: Heal +23, Jump +19, Knowledge (Eternia) + 18, Knowledge (Nobility and Politics) +18, Ride +29, Sense Motive + 13.
    Feats: Cleave, Exotic Weapon Proficiency (Hand&1/2* Sword), Great Cleave, Improved Initiative, Improved Unarmed Strike, Power Attack, Stunning Fist, Sunder.
    Alter-Ego (Su): Due to one of the effects of his sword (see below), He-Man has a unique superhuman ability, that of the Alter-Ego. When He-Man is not needed, he can revert to his original identity, that of sixteen-year-old Adam, Crown Prince of Eternia. Adam is more than a disguise; it is an entirely different body that shares the same spirit and soul. Whether Adam or He-Man is the being's "true" form can not be determined; even he does not know, and it is perhaps best if the answer to the question is not pursued.
    Adam's stats are as follows:


    Male human Aristocrat 8

    CR 8; HD 8d8+16; hp 68; Init +5; Speed 30 ft; Ac 11 (touch 11, flat-footed 10); Atk +6/+1 (1d10+2/19-20, The Sword of Greyskull in dormant state); AL LG; SV Fort +8, Ref +4, Will +5; Str 14, Dex 12, Con 14, Int 16, Wis 15, Cha 14.
    Skills: Bluff +23, Diplomacy +22, Knowlege (Eternia) +18, Knowlege (Nobility and Politics)+18, Ride +16.
    Feats: Cleave, Exotic Weapon Proficiency (Hand&1/2* Sword), Improved Initiative, Power Attack.

    While the difference between Adam and He-Man is physical, it is not psychological. Adam can be well intended and brave when he wants to be, but as a warrior, he is clearly an amateur. Sadly, because he must keep his alter-ego a secret from almost everybody and must frequently flee from danger to make the change, many of his friends - and even his parents - tend to believe he is a coward.

    Possessions: The Sword of Greyskull, Large +5 Steel Shield (only occasionally carried). He-Man seldom carries any weapons, armamenst, or magic items other than these.

    The Sword of Greyskull: This ornate Hand&1/2 sword, created by Castle Greyskull itself, is a potent artifact, and the key to He-Man's power. Its primary purpose is to serve as a link between He-Man and Greyskull; in fact, it may be that the Sword itself has no true powers of its own, and Greyskull is the only true artifact (Greyskull IS an artifact of immeasurable power, perhaps the most powerful in existence, so the question remains unknown). At any rate, this link cannot be severed - even if He-Man is on another plane, the Sword can still draw power from its creator.
    As a weapon, the Sword of Greyskull is a Holy, Shocking Burst, Mighty Cleaving, hand&1/2 sword (It is not an intelligent weapon, probably because it is an extension of Greyskull, which IS sentient and intelligent). However the Sword has many other powers.

    * Primarily, the Sword can transform Adam to He-Man and back (see "Alter-Ego" above). Each transformation takes a full round action (but since it is always done out of site away from combat, this is rarely a problem). He may transform from Adam to He-Man and back again as many times as necessary.
    When in Adam's form, the Sword also changes, becoming a rather plain hand&1/2 sword. In this dormant state, the sword has no powers, other than the ability to transform Adam to He-Man.

    * Ten times per day, as a full round action, He-Man can use the Sword to draw power from Greyskull, increasing his Strength, Dexterity, or Constitution by five points for one hour. Note that while limited to ten times per day, He can use this ability round after round if he so desires, giving himself godlike strength in mere minutes.

    * He-Man con invoke the following spell-like affects from the Sword, for his or other's benefit: 3 times per day: Daylight, Holy Smite, Flame Strike, Searing Light; Once per day: Heal, Holy Aura, Holy Word.

    * He-Man must use his Sword to invoke his Lay on Hands ability, his Remove Disease ability, and all paladin spells. The sword is used as a Focus Component, whenever one is needed.

    The sword has many other powers. For example, one time when a very unstable minor artifact called the Corodite Crystal was about to explode because Merman misused it (which would have been the magical equivalent of a hydrogen bomb) He-Man was able to use the Sword to absorb its energy, causing it to crumble into harmless power. If a Player portraying He-Man thinks of a reasonable power that the Sword could have and the DM okays it, the power exists. However, the DM should not be too generous - even artifacts cannot do everything.
    Only He-Man and the Sorceress can use any of the Sword's powers (she cannot use it to invoke his transformation or use his paladin abilities or spells). In anyone else's hands, the Sword doesn't even function as a normal hand&1/2 sword, becoming blunt, heavy, and doing no more damage than an awkward club.

    Spells per day: 4/4/3/5
    Typical Spells: Bless, Cure Light Wounds, Divine Favor, Protection From Evil; Remove Paralysis, Resist Elements, Shield Other, Delay Poison; Cure Moderate Wounds, Heal Mount, Remove Blindness/Deafness; Cure Serious Wounds, Death Ward, Neutralize Poison.

    Bonded Mount: He-Man's Bonded Mount is a friend he has known his whole life - a fierce riding cat which Greyskull created from his pet cat Kringer. Now called Battle Cat, he is He-Man's loyal steed and partner.

    Large Magical Beast; CR 15; HD 14d10+56; hp 180 Init +1; Spd 35 ft (50ft without barding); AC 34 (touch 12, flat-footed 32); Atk 2 claws +10 melee, 1 bite +5 melee; Dmg claw 1d8+6, bite 2d6+3; face/reach 5ft by 10 feet/5ft; SA command felines, pounce, improved grab, rake; SQ alter-ego, improved evasion, share spells, emphatic link, share saving throws, spell resistance (25); AL LG; SV Fort 20, Ref 14, Will 12; Str 23, Dex 15, Con 17, Int 12, Wis 16, Cha 16.
    Skills: Climb +10, Listen + 15, Spot +5, Swim +8
    Battle Cat wears magical +5 Half Plate Barding
    Pounce (Ex): If Battle Cat leaps on an opponent in the first round of combat, he can make a full attack, even if he has already taken a move action. He cannot use this ability while carrying a rider.
    Improved Grab (Ex): To use this ability, Battle Cat must score a successful hit with a claw or bite attack; if he gets ahold, he may attempt a rake attack. He may not use this ability while carrying a rider.
    Rake (Ex): After a successful Pounce or Improved Grab, Battle Cat can attack with his rear claws (+9 melee) doing 1d8+3 damage each.
    Alter-Ego (Su): Like his master, Battle Cat can revert to his original form when Battle Cat is not needed (again, which form is now his "true" form can not be dermined). Kringer's stats are identical to a common leopard (see the Monster Manual) except that he has no means of attack (he has long been declawed, and is far too tame to ever bite anyone), is lawful good, and has an Intelingence and Charisma of 12. Plus, the change is also psychological; Kringer is a notorious coward who is prone to bolt at anything that is even the least bit frightening (though he will never resist being transformed into Battle Cat).
    In any case, Kringer is transformed into Battle Cat when Adam transforms into He-Man; Adam does not HAVE to transform Kringer, but he cannot do so without transforming into he man, but he can transform Kringer if he is already He-Man, by taking a full-round action. Battle Cat automatically reverts to Kringer when He-Man reverts to Adam, even if the two are separated.
    Note: In the current version of the show, Kringer and Battle Cat can NOT talk.

    Appearance: With his Adonis-like frame, disdain for armor, and wild eyes and hair, He-Man more resembles a barbarian than the paladin he is. But make no mistake - Greyskull would never have chosen as it guardian someone whose heart wasn'tpure enough to accept the call of the divine warrior. And while his appearance can be intimidating, his personality is anything but - so long as you don't get on his bad side.

    Tactics: In battle, He-Man tends to have an odd sense of humor, which leads him to taunt and goad opponents. Perhaps he thinks that angry opponents become careless, or maybe it's traces of the teenage Adam's immaturity showing through. However, his attitude quickly can turn deadly serious when lives are in danger. Then the kid gloves come off, to reveal fists of superhuman strength.
    Being a paladin, He-Man's primary concerns in a crisis are to protect innocents, aid his allies, and apprehend criminals - in that order. If Evil-lyn is pelting a village with Fireballs, his first job is to get the villagers to safety, calling the Masters for backup in the process. If doing so means letting Evil-lyn get away to do it, so be it.
    When fighting Skeletor's hordes, He-Man won't necessarily fight for keeps. He IS a paladin, and he knows the meaning of mercy. If a foe is near defeat, he'll always give them a chance to surrender. Only when all else has failed will he consider killing an enemy. His restraint and self-control is admired by many heroes.

    * "Hand&1/2 Sword" is another term for the type of blade that He-Man uses. Which just happens to have a name that is automatically edited by the forum.

    Male Half-Fiend/Half-Human Wizard 13/Blackguard 7

    CR 22; Medium-Size Outsider (Evil); HD 13d4+52 plus 7d10+28; hp 166; Init +2; Speed 30 ft; AC 24 (Touch 23, Flat-Footed 22); Atk +12/+7 melee(1d6+4+2 plus 2d6 evil, Unholy +4 Shortsword), +12/+7 melee (1d6+4+2 plus 2d6 evil, Unholy +4 Shortsword); or +15/+10 (1d6+5+2 plus 2d6 evil plus thundering, Havok Staff); or 2 claws +10 melee (1d6+2) and 1 bite +5 melee (1d4+2); SA poison use, smite good, command undead, aura of despair, sneak attack +2d6, half-fiend abilities; SQ summon familiar, detect good, dark blessing, fiendish servant, darkvision to 60 ft, acid, cold, electricity, and fire resistance 20 (note: given the events in the episode "Sky War", it seems that Skeletor, unlike most half-fiends, is NOT immune to poison); AL LE; SV Fort +13; Ref +8;
    Will +11; Str 14, Dex 15, Con 18, Int 22, Wis 10, Cha 18.
    Skills: Alchemy + 26; Bluff + 29; Concentration + 14; Intimidate + 19; Knowlege (Arcana)+ 28; Knowlege (Eternia) + 26; Ride + 12; Scry + 21; Spellcraft + 31.
    Feats: Ambidexterity, Brew Potion, Combat Casting, Craft Staff, Craft Wand, Leadership, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Two Weapon Fighting.
    Half-fiend Abilities: Once per day: Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting,
    Summon Monster IX (fiend only), Unhallow, Unholy Blight; Three Times per Day: Darkness, Poinson, Unholy Aura
    Possessions: Two Unholy +4 Swortswords (used paired); The Havok Staff (see below), Ring of Protection +5, Braciers of Armor +6. Skeletor has many more magical items, but there are the ones he most commonly carries.

    The Havok Staff: This magical staff of Skeletor's own design is a metal staff topped with the skull of a fiendish ram. Used as a weapon it is an Unholy, Thundering Quarterstaff +5 (only on the "skull end"; the other side is nonmagical). It also has a unique ability: if the user casts any spell, he can channel the spell through the staff; an onlooker may believe that the spell is actually a property of the staff rather than a spell, especially if the Silent Spell feat is used. If the user purposely wishes to imply such deceit, an onlooker can make a Sense Motive check against the user's Bluff check.

    Familiar: A nameless raven serves as Skeletor's familiar. It rarely accompanies him, but he sometimes uses it for a spy.

    Skeletor's raven familiar
    Tiny magical beast; CR 10; HD 13; hp 110; AC 21 (touch 21, flat-footed 19); Init +2 Speed 10ft, Fly 40 ft (average); Atk claws + 4 melee (1d6); Face/Reach 2 1/2 feet / 2 1/2 feet / 0 ft; SQ Alertness, improved evasion, share spells, emphatic link, touch, speak with master, speak with birds, spell resistace (18), scry on familiar; SV Fort +13, Ref +8, Will + 11;
    Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6; Al LE; Skills: As Skeletor; Feat: Weapon Finesse (Claws)

    Fiendish Servant: Skeletor's fiendish servant is a fiendish version of an Eternian riding cat, whom he calls Panthor. He uses Panthor as both an attack beast and a mount, and he performs well in both capacities.

    Panthor (fiendish Eternian riding cat)
    Large magical beast; CR 13; HD 13+52; hp 162; Init +1; Speed 50 ft; AC 21 (touch 10, flat-footed 20); Atk 2 claws + 8 melee, 1 bite + 4 melee; Dmg claw 1d8+6, bite 2d6+6; SA pounce, improved grab, rake, smite good; SQ improved evasion, share spells, emphatic link, share saving throws, speak with blackguard, blood bond, spell resistance (13); SV Fort 13, Ref 8, Will 11; Str 23, Dex 13, Con 17, Int 9, Wis 13, Cha 6; Al LE.
    Skills: Listen +7, Spot +7, Move Silently +9, Hide +5.
    Pounce (Ex): If Panthor leaps on a foe during the first round of combat, he can make a full attack even if he has already taken a move action; he cannot do this if he is carrying a rider.
    Improved Grab (Ex): To use this ability, Panthor must hit with a claw or bit attack; if he gets a hold, he can attempt a rake attack. He cannot use this abbility if he is carrying a rider.
    Rake(Ex): Upon establishing a hold, Panthor can make two rake attacks (+9 melee) with his hind claws for 1d8+3 damage each;he may also rake on a pounce attack.

    Spellbooks: Skeletor's spellbooks contain a lengthy selection. They have all arcane spells of seventh level or lower from the Player's Handbook (except any with the Good descriptor), several from the Forgotten Realms sourcebook (except those unique to particular archmages), many from "Tome and Blood," a few (to the DM's discresion) from "The Book of Vile Darkness", and several that he has invented himself.

    Description: Skeletor is a half-fiend, although his status as such is the result of a curse, not his parentage. His fiendish nature is obvious: his flesh is purple, and most remarkably, his head is a bare skull. When angered, his usually empty eye sockets glow red. Despite this bizarre anatomy, he is a living (not undead) creature, and has no problem talking, eating, breathing, hearing, seeing, or smelling. His dress is limited to a leather harness, boots, gloves, and a hooded cape, all a dark purple and decorated with bones.

    Tactics: Skeletor always chooses spells carefully. He usually has plenty of offensive spells, but is also fond of illusions and spells that summon elementals, demons, and other monsters. He usually keeps a teleport spell memorized for a quick escape.
    Although he is civilized enough not to resort to fighting with his claws and teeth (most of the time, Skeletor, has little sense of honor, and he fights dirty. He does not know the meaning of "fair fight," and can be quite a bully at times. If his life - or his freedom - is in jeopardy - he will say or promise anything to save his vile skin; but only an idiot would believe his promises, for they are all lies.
    Last edited by Thinktank; April 18, 2016 at 02:52am.
    "Where am I to go, now that I've gone to far?"

  3. #3
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    Base Template:

    Challenge Rating:
    Str: ,Dex: ,Con: ,Int: ,Wis: ,Cha: .
    Saves Fort: ,Ref: ,Will:
    "Where am I to go, now that I've gone to far?"

  4. #4
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    He-Man vs. Skeletor

    Name/Title: He-Man, The most powerful man in the universe.
    Gender: Male
    Race: Eternian & Human Hybrid
    Challenge Rating: 30
    Size/Type: Medium
    Alignment: Neutral Good
    Hit Dice (HP):
    Str:20(25),Dex:18(23),Con: 20(25),Int:16,Wis:15,Cha:18.
    (*See: Alter Ego below)
    Saves Fort: ,Ref: ,Will:
    Defenses: AC: , Touch: , Flat-footed:
    Attacks: Punch, Kick, Ram, Sword of Power
    Alter Ego: Prince Adam, Son of Randor
    Avatar: Power Of Grayskull

    Sword of Power,
    Power Harness:
    >Attribute Boost: +5 to Str, +5 to Dex, +5 to Con.
    >Protective Aura: +5 AC, Damage Reduction: 10, +5 to all Saves, +10 to SR.
    Trunks: No Bonus
    Boots: No Bonus

    Name/Title: Battle Cat
    Gender: Male
    Race: Eternian Tiger
    Challenge Rating:
    Size/Type: Large
    Alignment: Neutral Good
    Str: ,Dex: ,Con: ,Int: ,Wis: ,Cha: .
    Saves Fort: ,Ref: ,Will:
    Defenses: AC: , Touch: , Flat-footed:
    Attacks: Claw, Bite, Ram, Rend, Rake,
    Alter Ego: Cringer (Size Medium Male Feline)
    Possessions: Battle Armor (barding): Full-plate +5,
    Last edited by Thinktank; April 23, 2016 at 02:15am.
    "Where am I to go, now that I've gone to far?"

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