D&D cartoon characters stats
ShapiroKeatsDarkMage
Member Posts: 2,428
in Off-Topic
https://www.youtube.com/watch?feature=player_embedded&v=3JjhQ1Oi_3k
Heres the stats for the characters originally published in a special rulebook featured in the dvd box set of the series.
Hank Human Male Ranger 7th AL: LG
S: 14 17 C: 15 I: 10 W: 15 Ch: 18 HP: 49
Feats: Dodge, Endurance, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (Longbow)
Equip: +3 Studded Leather, Energy Bow (+2 Composite Longbow that accommodates any strength, force arrows deal 2d6 and ignore miss chance for incorporeal, shed light as a torch, can make power shots with Hank taking a negative to attack and adding that number to damage), Amulet of Natural Armor +1, lesser bracers of archery, ring of protection +1, masterwork longsword, potion of cure light wounds, potion of resist cold 20, some normal gear
Eric Male Human Fighter 7th AL: NG
S: 18 13 C: 14 I: 13 W: 10 Ch: 9 HP: 57
Feats: Combat Expertise, Improved Disarm, Improved Initiative, Improved Shield Bash, Lightning Reflexes, Run, Weapon Focus (Shield), Weapon Specialization (Shield)
Equip: +2 Elven Chain, Griffon Shield (+2 Bashing Heavy Steel Shield that can be wielded two handed, as an immediate action can create a 10ft diameter Otiluke's Resilient Sphere centered on Eric, any other creature in the area may make a Reflex save DC16 to be pushed into the nearest open square on a success, effect can be dismissed as a standard action or until the duration elapses. The sphere effect may be used for 5 rounds per day which need not be consecutive.), Bag of holding (type I), cloak of resistance +2, gauntlets of ogre power +2, potion of cure moderate wounds, some normal gear.
Diana Human Female Monk 7th AL: LG
S: 14 17 C: 16 I: 13 W: 17 Ch: 13 HP: 56
Feats: Combat Reflexes, Improved Trip, Lightning Reflexes, Stunning Fist, Weapon Finesse, Weapon Focus (Quarterstaff), Weapon Focus (Unarmed Strike)
Equip: Javelin Staff (+2 ki strike quarterstaff when used in melee or +2 ki strike javelin when thrown, allows use of stunning fist in melee or at range, can extend to 20 feet or shrink to the size of a toothpick as a standard action but can not be used as a weapon in either form, +5 bonus to jump checks, Diana may make a free trip attack whenever the staff hits someone without provoking attacks of opportunity and if the attempt fails the opponent may not attempt to trip Diana), amulet of natural armor +1, bracers of armor +3, ring of protection +1, vest of escape, potion of cure serious wounds, some normal gear.
Presto Human Male Wizard 7th AL: NG
S: 11 9 C: 16 I: 20 W: 15 Ch: 13 HP: 40
Feats: Combat Casting, Empower Spell, Lightning Reflexes, Magical Aptitude, Scribe Scroll, Spell Focus (Evocation)
Equip: dagger, Hat of Many Spells (acts as a rod of wonder, Presto can reach into the hat and produce any spell component up to 1000 gp for any spell he casts (component lasts 1 round), use the hat to Empower a spell he is casting or cast a spell directly from his spellbook but these effects can be unpredictable - roll percentile dice: on 1 - 35 the spell is wasted but a rod of wonder effect occurs, 36 - 65 the spell takes effect but a rod of wonder effect occurs as well, 66 - 100 the spell takes effect as desired.), Amulet of Natural Armor +1, cloak of resistance +2, headband of intellect +2, ring of protection +1, spellbook, potion of aid, potion of cure serious wounds, potion of displacement, wand of magic missile (7th), some normal gear
Sheila Human Female Rogue 7th AL: NG
S: 10 18 C: 17 I: 14 W: 13 Ch: 15 HP: 48
Feats: Skill Focus (Use Magic Device), Two Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)
Equip: +2 Mithral Shirt, ring of protection +1, two masterwork rapiers, Cloak of Invisibility (Invisibility as the spell 5/day, greater invisibility 2/day for 1d4 rounds, Sheila needs a free hand to activate the cloak, if damaged while invisible Sheila becomes visible and the cloak stops functioning for 2d4 rounds), potion of cure moderate wounds, scroll of raise dead, scroll of sanctuary, wand of cure moderate wounds (25 charges), some normal gear
Bobby Human Male Barbarian 7th AL: CG
S: 19 13 C: 18 I: 11 W: 8 Ch: 10 HP: 79
Feats: Cleave, Improved Sunder, Power Attack, Weapon Focus (Greatclub)
Equip: Thunder Club (+2 greatclub, grants +4 Strength, 3/day Bobby may strike the ground and cause a tremor in a 30 foot line those in the area must make a Reflex DC 20 or fall prone), +2 hide armor, amulet of natural armor +2, boots of the winterlands, potion of cure light wounds, potion of heroism, salve of slipperiness, sovereign glue, universal solvent, some normal gear
Uni 3HD Young Unicorn (Small Magical Beast) AL: LG CR: 2
S: 10 17 C: 21 I: 10 W: 16 Ch: 17 HP: 31
Feats: Alertness, Skill Focus (Survival)
SA/SQ: Magic Circle against Evil 10 radius; immune to charm, compulsion, and poison; alicorn (Uni's horn is treated as +1 magic weapon); darkvision 60 feet; lowlight vision; scent; Spell like abilities: Cure light wounds 3/day, cure moderate wounds 1/day, neutralize poison (touch only DC 17) 1/day, greater teleport (within forest only) 1/day (caster Level 5th)
And here is Venger:
Venger Male Half Fiend Human Sorcerer 13th/ Archmage 5th AL: NE
S: 18 22 C: 26 I: 18 W: 15 Ch: 24 HP: 190
Feats: Empower Spell, Great Fortitude, Iron Will, Lighting Reflexes, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Weapon Focus (Ray)
Equip: Amulet of Health +6, Bracers of Armor +8, Cape of Montebank, Bead of Force, Elemental Gem (Fire), Maximize Metamagic Rod, Potion of Barkskin +3, Potion of Cat's Grace
High Arcana: Arcane Fire, Arcane Reach, Mastery of Elements, Mastery of Shaping, Spell Power +1
Sorcerer Spells Known: (Caster Level 19)
0th (6/day): arcane mark, detect magic, ghost sound, light, mage hand, open/close, read magic, resistance, touch of fatigue
1st (8/day): expeditious retreat, magic missile, protection from good, ray of enfeeblement, shield
2nd (8/day): Knock, false life, scorching ray, touch of idiocy, web
3rd (8/day): dispel magic, displacement, fireball, hold person
4th (7/day): animate dead, bestow curse, polymorph, wall of ice
5th (6/day): cone of cold, symbol of pain, telekinesis, wall of force
6th (6/day): chain lightning, flesh to stone, Otiluke's freezing sphere
7th (6/day): control undead, delayed blast fireball, limited wish
8th (4/day): Otiluke's Telekinetic Sphere, polar ray
9th (2/day): Imprisonment
Heres the stats for the characters originally published in a special rulebook featured in the dvd box set of the series.
Hank Human Male Ranger 7th AL: LG
S: 14 17 C: 15 I: 10 W: 15 Ch: 18 HP: 49
Feats: Dodge, Endurance, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (Longbow)
Equip: +3 Studded Leather, Energy Bow (+2 Composite Longbow that accommodates any strength, force arrows deal 2d6 and ignore miss chance for incorporeal, shed light as a torch, can make power shots with Hank taking a negative to attack and adding that number to damage), Amulet of Natural Armor +1, lesser bracers of archery, ring of protection +1, masterwork longsword, potion of cure light wounds, potion of resist cold 20, some normal gear
Eric Male Human Fighter 7th AL: NG
S: 18 13 C: 14 I: 13 W: 10 Ch: 9 HP: 57
Feats: Combat Expertise, Improved Disarm, Improved Initiative, Improved Shield Bash, Lightning Reflexes, Run, Weapon Focus (Shield), Weapon Specialization (Shield)
Equip: +2 Elven Chain, Griffon Shield (+2 Bashing Heavy Steel Shield that can be wielded two handed, as an immediate action can create a 10ft diameter Otiluke's Resilient Sphere centered on Eric, any other creature in the area may make a Reflex save DC16 to be pushed into the nearest open square on a success, effect can be dismissed as a standard action or until the duration elapses. The sphere effect may be used for 5 rounds per day which need not be consecutive.), Bag of holding (type I), cloak of resistance +2, gauntlets of ogre power +2, potion of cure moderate wounds, some normal gear.
Diana Human Female Monk 7th AL: LG
S: 14 17 C: 16 I: 13 W: 17 Ch: 13 HP: 56
Feats: Combat Reflexes, Improved Trip, Lightning Reflexes, Stunning Fist, Weapon Finesse, Weapon Focus (Quarterstaff), Weapon Focus (Unarmed Strike)
Equip: Javelin Staff (+2 ki strike quarterstaff when used in melee or +2 ki strike javelin when thrown, allows use of stunning fist in melee or at range, can extend to 20 feet or shrink to the size of a toothpick as a standard action but can not be used as a weapon in either form, +5 bonus to jump checks, Diana may make a free trip attack whenever the staff hits someone without provoking attacks of opportunity and if the attempt fails the opponent may not attempt to trip Diana), amulet of natural armor +1, bracers of armor +3, ring of protection +1, vest of escape, potion of cure serious wounds, some normal gear.
Presto Human Male Wizard 7th AL: NG
S: 11 9 C: 16 I: 20 W: 15 Ch: 13 HP: 40
Feats: Combat Casting, Empower Spell, Lightning Reflexes, Magical Aptitude, Scribe Scroll, Spell Focus (Evocation)
Equip: dagger, Hat of Many Spells (acts as a rod of wonder, Presto can reach into the hat and produce any spell component up to 1000 gp for any spell he casts (component lasts 1 round), use the hat to Empower a spell he is casting or cast a spell directly from his spellbook but these effects can be unpredictable - roll percentile dice: on 1 - 35 the spell is wasted but a rod of wonder effect occurs, 36 - 65 the spell takes effect but a rod of wonder effect occurs as well, 66 - 100 the spell takes effect as desired.), Amulet of Natural Armor +1, cloak of resistance +2, headband of intellect +2, ring of protection +1, spellbook, potion of aid, potion of cure serious wounds, potion of displacement, wand of magic missile (7th), some normal gear
Sheila Human Female Rogue 7th AL: NG
S: 10 18 C: 17 I: 14 W: 13 Ch: 15 HP: 48
Feats: Skill Focus (Use Magic Device), Two Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)
Equip: +2 Mithral Shirt, ring of protection +1, two masterwork rapiers, Cloak of Invisibility (Invisibility as the spell 5/day, greater invisibility 2/day for 1d4 rounds, Sheila needs a free hand to activate the cloak, if damaged while invisible Sheila becomes visible and the cloak stops functioning for 2d4 rounds), potion of cure moderate wounds, scroll of raise dead, scroll of sanctuary, wand of cure moderate wounds (25 charges), some normal gear
Bobby Human Male Barbarian 7th AL: CG
S: 19 13 C: 18 I: 11 W: 8 Ch: 10 HP: 79
Feats: Cleave, Improved Sunder, Power Attack, Weapon Focus (Greatclub)
Equip: Thunder Club (+2 greatclub, grants +4 Strength, 3/day Bobby may strike the ground and cause a tremor in a 30 foot line those in the area must make a Reflex DC 20 or fall prone), +2 hide armor, amulet of natural armor +2, boots of the winterlands, potion of cure light wounds, potion of heroism, salve of slipperiness, sovereign glue, universal solvent, some normal gear
Uni 3HD Young Unicorn (Small Magical Beast) AL: LG CR: 2
S: 10 17 C: 21 I: 10 W: 16 Ch: 17 HP: 31
Feats: Alertness, Skill Focus (Survival)
SA/SQ: Magic Circle against Evil 10 radius; immune to charm, compulsion, and poison; alicorn (Uni's horn is treated as +1 magic weapon); darkvision 60 feet; lowlight vision; scent; Spell like abilities: Cure light wounds 3/day, cure moderate wounds 1/day, neutralize poison (touch only DC 17) 1/day, greater teleport (within forest only) 1/day (caster Level 5th)
And here is Venger:
Venger Male Half Fiend Human Sorcerer 13th/ Archmage 5th AL: NE
S: 18 22 C: 26 I: 18 W: 15 Ch: 24 HP: 190
Feats: Empower Spell, Great Fortitude, Iron Will, Lighting Reflexes, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Weapon Focus (Ray)
Equip: Amulet of Health +6, Bracers of Armor +8, Cape of Montebank, Bead of Force, Elemental Gem (Fire), Maximize Metamagic Rod, Potion of Barkskin +3, Potion of Cat's Grace
High Arcana: Arcane Fire, Arcane Reach, Mastery of Elements, Mastery of Shaping, Spell Power +1
Sorcerer Spells Known: (Caster Level 19)
0th (6/day): arcane mark, detect magic, ghost sound, light, mage hand, open/close, read magic, resistance, touch of fatigue
1st (8/day): expeditious retreat, magic missile, protection from good, ray of enfeeblement, shield
2nd (8/day): Knock, false life, scorching ray, touch of idiocy, web
3rd (8/day): dispel magic, displacement, fireball, hold person
4th (7/day): animate dead, bestow curse, polymorph, wall of ice
5th (6/day): cone of cold, symbol of pain, telekinesis, wall of force
6th (6/day): chain lightning, flesh to stone, Otiluke's freezing sphere
7th (6/day): control undead, delayed blast fireball, limited wish
8th (4/day): Otiluke's Telekinetic Sphere, polar ray
9th (2/day): Imprisonment
5
Comments
Hank
Lawful Good
7th level Ranger
STR 17
INT 13
WIS 16
DEX 16
CON 15
CHR 18
HP 45
AC 5
Thaco 14
Shiela
Nuetral Good
6th level Thief
STR 9
INT 16
WIS 18
DEX 16
CON 9
CHR 11
HP: 24
AC: 10 (7)
Thaco: 18
Diana
Neutral Good
7th level Acrobat
STR 16
INT 13
WIS 12
DEX 18
CON 17
CHR 14
HP: 41
AC: 10 (7)
Thaco: 14
Eric
Chaotic Good
6th level Cavalier
STR 13
INT 13
WIS 10
DEX 17
CON 11
CHR 10
HP: 37
AC: 6
Thaco: 15
Presto
Lawful Good
6th level Wizard
STR 8
INT 17
WIS 11
DEX 10
CON 11
CHR 13
HP: 23
AC: 10 (7)
Thaco: 19
Bobby
Chaotic Good
5th level Barbarian
STR 14
INT 12
WIS 9
DEX 12
CON 18
CHR 12
HP: 22
AC: 10 (7)
Thaco: 15
Uni
Baby Unicorn
Important Stats:
Intellegence: 8
Alignment: Chaotic Good
AC:2
Movement rate: 12
Hit Points: 10
Thaco: 15
Damage Per Attack: 1D2
Venger
Evil Wizard, Servant of the Nameless One, would-be Ruler of the Realm.
Alignment: Neutral Evil
Important Stats:
Intellegence: 20
HP: 100
AC: 0
Thaco: 13
Movement: 15 on foot, Mach 1 on flying horse.
Size: (7' tall) Large.
XP for slaying: 10,000...25,000 if permanent.
But what if they bring their eqipmentz