Rainbow Fantasy III – The Champion

I wind up my little Rainbow Fantasy series of tributes to children’s TV fantasy action shows with a class based on probably the two best such shows, He-Man and the Masters of the Universe and She-Ra, Princess of Power.

The Champion

Champions are warriors that draw their power from an oath to defend a Lawful place, institution or divine entity. They often appear as shining knights, and preach a philosophy of mercy, honesty and generosity. Although implacable foes of Chaos, they are not killing machines; a champion would prefer to subdue evil or convert it to goodness if possible, rather than simply slay it.

Requirements & Restrictions

To be a champion, a character must have the following minimum scores: Str 9, Wis 11 and Cha 13.

Champions must be Lawful in alignment. They can use all armors, shields and weapons.

A champion who ceases to be Lawful or whom grossly violates the champion’s code of conduct (see below), loses all special abilities, including the services of their mount (see below). The fallen champion may not progress any further in levels as a champion until she atones by gaining enough experience to gain another level without the use of her special abilities and while acting in perfect accordance with his alignment and code of conduct.

Champion Skills

Champions add their level to the following task checks:

Healing—Champions are knowledgeable about applying bandages, mending broken bones and compounding medicines, unguents and tinctures. They can stop wounds from bleeding, and with a successful check grant a +1 bonus to save vs. ongoing poison and disease.

Riding—Champions are capable of fighting while mounted at no penalty, and can use this task for dangerous (and awesome) stunts.

Champion Abilities

A champion must take a sacred oath to a Lawful cause or entity. Her sword (or other weapon) becomes a symbol of this oath. If a champion comes into the possession of a better weapon, she may transfer her oath to it.

A champion is immune to disease, and can cure disease once per week per 5 levels attained. Her touch can calm emotions (as the spell) three times per day. Comrades adventuring with a champion receive a +2 bonus to save vs. mind-affecting effects.

A 2nd level champion can heal wounds (her own or those of others) by touch. This is called the “laying on of hands”. Each day she can heal a total number of hit points of damage equal to twice her champion level. She may choose to divide her healing among multiple recipients and she does not have to use it all at once.

A 3rd level champion gains the ability to amplify her heroic powers once per day by invoking her sacred oath while holding aloft the weapon on which she took her oath. This exact form of this amplification can be chosen by the champion. To simulate this, the champion receives a number of Power Points equal to her level divided by two (rounding up) per day. One power point can be spent to gain a +1 bonus to attack or save or a +2 bonus to Armor Class or damage or a +10′ increase to speed. These power-ups last for 10 minutes. Three power points can be spent on an augury, strength or haste spell effect with duration as the spell’s in question.

A 4th level champion can undertake a quest guided by a divine vision to find and gain the service of an unusually intelligent, strong, and loyal mount to serve her in her crusade against evil. This champion can choose from one of the following mounts: Celestial warhorse, pegasus, spotted lion, tiger or unicorn (female champions only). Treasure Keepers can add other animals to this list as they wish.

The mount and its location appear in a vision. The location is no more than a week’s ride away, and the challenge involved in claiming it should be difficult but not impossible.

For every three levels the champion gains after 4th level, her mount gains one Hit Dice.
A champion wielding a weapon sword can deflect rays, beams and magic missiles a number of times per round equal to half their level (rounding down). Instead of automatically deflecting a ray, the champion can try to aim the deflection. To do this, the champion must roll 1d20 under her dexterity score; if the save is successful, her target must pass a saving throw or be struck by the ray, beam or magic missile. This ability does not work against lightning bolts or fireballs. A 3rd level champion can also choose to convert the ranged attack into a color spray spell. A 6th level champion can convert the ranged attack into a rainbow pattern. A 9th level champion can convert the ranged attack into a prismatic spray.

Swearing Fealty

A 9th level champion can swear fealty to a Lawful outsider, becoming their agent and champion on the Material Plane. The champion is charged to defend a Lawful realm under the protection of the outsider in question. To aid her on her quest, the champion gains the services of 1d4+2 followers. Roll on the following table to discover what sort of followers the champion attracts:

Roll d%
01-08  Automatons (1d6)
09-12  Crystal men (1d3)
13-20  Dwarves (1d6)
21-28  Elves (1d6)
29-36  Gnomes (1d6)
37-44  Hawk men (1d6)
45-64  Men-at-arms (1d6)
65-70  Nixies (1d4)
71-74  Pixies (1d3)
75-76  Shambling mound (1)
77-78  Bard (level 1d6+1)
79-80  Butterfly (level 1d6+1)*
81-82  Duelist (level 1d6+1)
83-86  Fighter (level 1d4+1)
87-90  Magic-user (level 1d4+1)
91-92  Monk (1d4+1)
93-96  Scout (level 1d6+1)
97-00  Sorcerer (level 1d4+1)

* See THIS POST for the butterfly class

Strongholds

A 12th level champion may conquer an evil stronghold and sanctify it for her own use or simply construct a stronghold of her own. The stronghold must be a symbol of goodness for all the land, not just a mere construction of stone and metal. When a champion occupies a stronghold, she adds 1d4+2 more followers to her retinue, plus 60 Lawful men-at-arms of a type determined by the champion.

Champion Codes

Champions live their lives by a code of virtue, and must also abide the following strictures:

• Must always seek to knock foes unconscious rather than killing them – killing is a last resort.

• May not own more than 10 magic items.

• May not retain more wealth than needed to support herself, her henchmen and to maintain her castle.

• May only employ Lawful henchmen. Champions may adventure with non-Lawful characters, but must make at least a small attempt to reform them, and must, at the end of each adventure, explain how that adventure taught a sound moral lesson.

Besides these rules, champions must abide by a code of conduct that demands honesty, mercy and generosity above all things.

Magic from the Masters

When I was about 10 years old, Mattel introduced its He-Man toy line. I remember going over to a friend’s house to see the entire original line, which his grandparents had bought him for Hanukah. If I’m honest, they didn’t do much for me. I was a freak for G.I. Joe and military stuff at the time, and really had no interest in swords and sorcery. As a result, I never had an interest in He-Man. I mostly saw it as a cheap Filmation cartoon. It would still be two or three years before a chance meeting with Tolkien’s The Two Towers and Dungeons & Dragons would get me interested in the fantasy genre.

Fast forward to adulthood. What did not interest me as a G.I. Joe-loving kid now does interest me as a weird retro-loving adult. I can now appreciate just how bizarrely creative Mattel’s toy makers were with the MOTU line, and I can even appreciate the cartoon, though more by way of laughing at it (gently and with love) than of thrilling to the adventures of He-Man (who I just now discovered shared his voice with Morris the cat – even weirder).

Over the last couple weeks, I’ve been watching a He-Man cartoon at night before bed to unwind, and in addition to the entertainment value I’ve been inspired to write a few spells that will find their way into Esoterica Exhumed. Here’s a sample:

Battle Beast (Evocation)
Level: Druid 5, Magic-User 6
Range: 30′
Duration: 10 rounds

One animal targeted by this spell becomes a battle beast, doubling its size and Hit Dice, and increasing its damage rolls by +2 points for the duration of the spell. While under the effects of the spell, the animal is treated as a monster rather than animal, and its coloration changes to something weird and unearthly. The animal gains limited sentience and low intelligence in battle beast form.

Blinding Light I (Evocation/Illusion)
Level: Cleric 1, Druid 1, Magic-User 1
Range: 5′
Duration: 1d6+1 rounds

One creature immediate in front of you is dazzled by a sudden intense light that flashes from your eyes. The victim is blinded for 1 rounds, and then dazzled for 1d6 rounds. A dazzled creature suffers a -1 penalty to attack rolls and to all task checks involving sight.

Blinding Light II (Evocation/Illusion)
Level: Cleric 2, Druid 2, Magic-User 2
Range: 20′ cone
Duration: 1d6 rounds

This spell causes those caught in the area of effect who fail a saving throw to be dazzled, suffering a -1 penalty to attack rolls and all task checks involving sight.

Chasm (Conjuration)
Level: Druid 4, Magic-User 5
Range: 60 feet
Duration: 10 minutes

You can cause the ground to suddenly disappear, shifting it briefly into the elemental plane of earth. The resulting chasm has the following dimensions: Width is equal to 5 feet plus 2 feet per level; length is equal to 1 foot per level and depth is equal to 2 feet per level. After 10 minutes, the earth shifts back into position from the elemental plane, burying anything that was in the chasm or displacing gases and liquids (such as water or an obscuring mist spell) that might have been in the chasm to the surface.

Cosmic Comets (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 1 hour

You conjure three miniature comets which orbit you at a radius of up to 10′. While orbiting, they provide a +1 bonus to Armor Class. Melee attackers that miss their attack roll against you by only 1 point are struck by a comet for 1d6 damage + 1d6 fire damage. You can also send these comets streaking out at a single target, who can avoid it with a saving throw. Targets that are hit suffer 2d6 damage + 1d6 fire damage.

Homing Spell (Divination)
Level: Magic-User 1
Range: Touch
Duration: Permanent

Once a magic-user has placed this spell on a nonliving item, she can, with mild concentration and while rubbing the temples, discern its location relative to her in terms of direction and approximate distance. This homing beacon is permanent, but can be removed with dispel magic or suppressed while in possession of a creature with magic resistance (dice to determine).

Raise Pillar (Evocation)
Level: Druid 3, Magic-User 4
Range: 30 feet
Duration: 1 hour

With the lifting of your arms, a pillar of solid rock rises from the ground. The ground in question must be solid – i.e. there must be rock to form into a pillar. The pillar rises 5 feet plus 1 foot per level, and is roughly 4 feet in diameter. The pillar can be raised under a creature’s feet, in which case they must pass a saving throw to avoid being lifted. If they fail this saving throw, they are carried upwards and could potentially be crushed if the pillar’s height plus their own would force them to violently contact the ceiling of a chamber or cavern. If they are crushed, they suffer 3d6 points of damage. After one hour, the pillar slides back into the ground. This spell can conceivably be used to raise buried treasure to the surface, but the soil in which the treasure was buried forms into solid rock and therefore may make the treasure difficult to access.

Sleeve of Holding (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 8 hours

The magic-user can stuff 100 pounds per level worth of non-magical, non-living goods up his left sleeve. After 8 hours, the magic-user must dump the goods out of his sleeve or they disappear into dimensions unknown.

Menace of the Mer-Mongrels

Here’s a quickie dungeon for you, featuring mer-mongrels (essentially aquatic orcs), just in case you need something dark, wet and dangerous for your game.

Overview

This is underground and near the sea. Sea water flows down the entrance corridor. Everything is slimy and the water is about 2 feet deep (so gnomes and halflings might need floaties) throughout.

There are clumps of phosphorescent sea weed here and there, giving a dim glow to the caverns – so dim as to be useless, but enough to create weird, wavering patterns on walls.

Mer-Mongrels

HD 1, AC 13, ATK Claws (1d4) or weapon (1d6) or barbed net (1d3 + entangled), MV 20′ (Swim 40′)

Room Descriptions

1. Corridor is broken here by a waterfall – water leaking in from the ceiling. Just on the other side of the waterfall there is an aquatic assassin vine attached to the ceiling. Just beneath the waterfall, to the extreme left of the corridor, is a pit that leads to the corridor just to the right of [1] on the map (the one that leads to area [14]). That corridor is completely submerged until area [14].

2. Two lacedons are chained to the walls here. The mer-mongrels have a winch in [11] that shortens the chains, but otherwise the lacedons can wander throughout the room.

3. Water swirls around the walls, ceiling and floor of this tunnel, creating a vortex of confusion. Save vs. confusion or become dizzy (-1 to hit, AC and save) for 1 hour.

4. Three mer-mongrel guards are in this room playing a gambling game that involves plunging half a coconut into the water and seeing which player gets splashed. Each has a shagreen pouch holding 1d10 gp. One mer-mongrel has a barbed net, the other two have tridents. All three have daggers.

5. A small natural chimney in this room leads to the surface. The air is fresher here.

6. This is a supply room, containing bits of flesh wrapped in seaweed and stuffed into cubby holes, floating bottles of wine, floating boxes of candles and an odd assortment of tridents and daggers (1d6 of each).

7. Two mer-mongrel acolytes dwell in this room. They have silvery bodies, and each can cast one 1st level anti-cleric spell (chosen by GM). They are armed with footman’s maces with heads shaped like octopi with opal eyes (worth 35 gp each). A curtain of barbed chains blocks the passage to [9].

8. The high priest of the mer-mongrels (3 HD) dwells here. He can cast two 1st level anti-cleric spells and one 2nd level anti-cleric spell, and wields a mace like his acolytes (but with pearl eyes, worth 150 gp). The room is also occupied by three white fish who roam around randomly, but who can be commanded by the high priest to swim in a circle, creating either a magic scrying pool or a magic whirlpool (per a water elemental). A sunken iron chest holds 250 sp, 50 gp, a gold bracer (65 gp) and a potion of healing in an old rum bottle.

9. Mongo, the living clam god (a giant clam) dwells in this chamber, the temple of the mer-mongrels. The clam rests in the alcove in the far portion of the cave, and a coral altar has been set before the clam. A young man in rough shape is chained to the altar as a sacrifice. The altar juts about 1 foot above the water, and there are many candle stumps and a few burning candles on the altar. Right before the altar there is a submerged pit (save vs. falling – no damage from fall, but 5% chance of drowning do to an accidental inhalation of water).

10/11/13. Each of these chambers is inhabited by 1d6 mer-mongrel males armed with daggers and blowpipes from which they shoot poisoned sea urchin darts (save vs. poison or slowed for 3 rounds). Each chamber has a small stone chest containing 1d4 x 50 sp and 1d6 x 100 cp. One of the mer-mongrels has a small topaz (30 gp) hidden under his loin cloth.

12. Several sea urchins are kept in this alcove. The water here is envenomed by their presence (save vs. poison or 1d6 damage).

14. This spawning chamber is home to five female mer-mongrels. They are armed as the males, but also carry two nets. There are three young in the room, and they will fight to the death to defend them (and send them fleeing into [16] at the first sight of trouble. A stone chest here holds 200 gp and three bottles of fine wine. The chest is trapped with a sea urchin spine (save vs. poison or 1d6 damage).

15. I forgot to put this number on the map!

16. This is the lair of Yort, the chief of the mer-mongrels. He is a erudite man (he trained in the humanities at a sea elf university) who returned to his tribe when his father was slain by adventurers. Yort carries a +1 trident that can make the water boil in a straight line up to 20 feet long (1d10 fire damage, save for half damage) three times per day. He also has a silver dagger and a chest containing 500 gp, 1,200 sp, a small sapphire (200 gp) and a bottle of giant octopus ink. Yort will offer to pay adventurers off if they leave he and his people alone, but if a child is harmed will pursue them to the ends of the earth to exact bloody revenge.

 

Masters of the Dungeon

The Masters of the Universe came a bit late for me when I was young. A good friend of mine got the entire original release of MOTU for Hanukkah, though, and I remember going over to his house and checking them out, though I don’t think we ever actually played with them. We were getting too old for action figures (i.e. dolls for boys) at that point, and I was never into swords and sorcery anyways – I was more into a G.I. Joe (the original figures, you know, back when Snakeyes was a commando and not a stupid ninja) and Star Wars guy. At the time, MOTU figures struck me as really lame, and the cartoon was just horrible … well, except for this …

Now that I’m an adult, though, and have embraced my inner stooge and gonzo gaming, I have to admit a fondness for those old figures. Yeah, they’re goofy, but in all the best ways. They also strike me as things that would be amazing to throw at players in a gonzo dungeon – not as individuals, but as monsters on the order of goblins, orcs, bugbears, etc. With that in mind …

DOUBLE-HEADER (Double-headed Evil Strategists)
Medium monstrous humanoid; high intelligence; chaotic (LE); band (1 + 2d4 humanoids)

HD 4
AC 16 (breastplate and shield)
ATK 2 bites (1d4) or slam (1d6 + constrict)
MV 30
SV F14 R11 W10
XP 400 (CL 5)

Double-headers are two-headed humanoids who often lead humanoid war parties due to their high intelligence and mighty muscles. While some two-headed creatures have trouble with competition between heads, the double-header’s heads work in perfect cooperation. While this makes them especially cunning, it also gives them a +2 bonus to save vs. mind-affecting spells and abilities.

KLAWE (Warriors with a Grip of Evil!)
Medium monstrous humanoid; low intelligence; chaotic (CE); snag (1d4)

HD 1
AC 15
ATK 1 claws (1d6 + constrict), mace (1d6) and bite (1d4)
MV 30
SV F13 R15 W16
XP 50 (CL 1)

Klawes are humanoids covered with orange chitin and armed with maces. Their claws are capable of locking their foes in a grip of evil that deals double damage to lawful (good) victims.

KOZMO (Evil Cosmic Enforcers)
Medium outsider; average intelligence; chaotic (NE); glower (1d4)

HD 3
AC 14 (breastplate)
ATK 1 slam (1d4) or 1 ray gun (1d6 fire)
MV 30
SV F12 R12 W12
XP 300 (CL 4)

Kozmos are humanoids that hail from the outer dimensions. They are used as enforcers by minor evil extraplanar entities. They wear helms with goggles that protect them from gaze attacks and permit them to see into the ethereal and astral planes. Once per day, a kozmo can use the dimension door spell.

LASHER (Evil Tail Thrashing Warriors)
Medium humanoid; low intelligence; chaotic (CE); welt (1d6)

HD 2
AC 14
ATK 1 spear (1d8) and tail lash (1d4 + stun)
MV 30
SV F12 R15 W16
XP 100 (CL 2)

Lashers are cousins of the lizardmen with lashing tails. They have rather ogrish faces with protruding fangs, and pale, glistening green scales.

LOCK-JAW (Evil Warriors Armed for Combat)
Medium humanoid; average intelligence; chaotic (CE); clamp (1d4)

HD 4
AC 14
ATK 1 bite (1d8) and either 1 musket (xxx), 1 hook (1d6) or 1 claw (1d6)
MV 30
SV F11 R14 W14
XP 200 (CL 4)

These cybernetic outlaws know no fear. They are equipped with adamantine jaws that can bite through nearly anything (+2 to sunder attacks; -2 to item saving rolls against them) and mechanical arms with the following possible attachments: Musket, hook (1d6 damage, +2 to disarm attacks) or claw (1d6 damage, +2 to grapple attacks). Lock-jaws can store unused weapons on their belts, and it takes them a full round to exchange one weapon for another.

MAN-BEAST (Savage Henchmen)
Medium humanoid; average intelligence; chaotic (CE); throng (1d8)

HD 1
AC 13
ATK 2 claws (1d3) or 1 whip (10-ft range, 1d4)
MV 30
SV F13 R15 W15
XP 100 (CL 2)

Man-beasts often serve as henchmen to evil lords. Once per day, they can use monster summoning I to summon animals only. Man-beasts can speak the language of animals.

MER-MOK (Ocean Warlords)
Medium humanoids; average intelligence; chaotic (CE); gang (1d6)

HD 1+1
AC 16 (scale breastplate)
ATK 2 claws (1d4) or sword (1d8)
MV 30 (Swim 40)
SV F13 R15 W15
XP 100 (CL 2)

Mer-moks are scaly, green-skinned amphibians that may be distant, telepathic relatives of the sahuagin. They wear breastplates and carry bronze swords. Mer-moks suffer no penalty when fighting with their swords underwater. They can communicate with aquatic animals via telepathy (300-ft. range) and can use this telepathy, once per day, to cast monster summoning II (summons aquatic animals only).

PROWLER (Evil Masters of Escape)
Small humanoid; average intelligence; chaotic (NE); pounce (1d8)

HD 0
AC 14 (breastplate)
ATK 2 claws (1d3) or musket (2d6)
MV 30 (Climb 40)
SV F16 R14 W16
XP 50 (CL 1)

Prowlers are small, halfling-sized humanoids with monstrous, spidery faces, dark blue skin that helps them blend into the shadows (surprise on roll of 1-4 on 1d6). They are capable of moving across walls and ceilings (per the spider climb spell), and use this ability to help them surprise foes when they are forced to engage in melee. They prefer to attack with their slim, accurate muskets, though, striking from the darkness as snipers and then looting the bodies of their victims.

SKULLFACE (Lords of Destruction)
Medium monstrous humanoid; high intelligence; chaotic (LE); solitary

HD 9
AC 18
ATK 2 claws (1d4+2) or sword (2d4+2)
MV 30
SV F11 R9 W8
XP 900 (CL 10)

These lords of destruction are demonic men with skull faces and blue skin. Having the special qualities of demons, they are capable swordsmen and sorcerers. Skullfaces can cast spells as 8th level sorcerers, channeling their magic through their skull-headed staves without needing to speak or gesture. When encountered, there is a 50% chance a skullface will be mounted on a giant black panther and a 50% chance they will be accompanied by their savage henchmen, 1d8 man-beasts.

SPIKAZ (Evil Masters of Untouchable Combat)
Medium monstrous humanoid; average intelligence; chaotic (CE); prick (1d6)

HD 1+1
AC 16
ATK 1 trident (1d6) and morningstar (1d6)
MV 30
SV F15 R13 W13
XP 100 (CL 2)

Spikaz are strange humanoids covered in bony protrusions that jut from their leathery hides. Natural smiths, most amputate their lower left arms and replace them with weapons, often tridents or warhammers. They often wield morningstars in their right hands in combat. Those locked in melee combat with spikaz using their natural weapons or small weapons must pass a Reflex save each round or be struck by their spikes, suffering 1 point of damage. Attacking a spikaz with unarmed attacks or grapples automatically inflicts 1d3 points of damage on the attacker with a successful hit.

TRICLOPS (Evil Warriors That See Everything)
Medium humanoid; average intelligence; chaotic (LE); peep (1d4)

HD 3
AC 14
ATK 1 sword (1d8) or eye ray (30-ft range, 1d6 force)
MV 30
SV F12 R14 W14
XP 300 (CL 4)

Triclops possess three eyes spaced evenly around their heads. These eyes make it impossible to surprise a triclops, and give them the power of true seeing (as the spell), x-ray vision and the ability to rays of force that force victims to pass a Fortitude save or be knocked back 2d4 feet and fall prone if they fail a Reflex saving throw. They are also capable swordsmen.

YELLOW AMAZONS (Evil Warrior Goddesses)
Medium humanoid; average intelligence; chaotic (NE); coven (1d4)

HD 3
AC 15 (leather armor)
ATK 1 staff (1d8)
MV 40
SV F12 R14 W14
XP 300 (CL 4)

These saffron-skinned warrior goddesses go into battle armed with iron staves and leather armor. They can channel magic through their staves as though they were 3rd level sorcerers, though without their staves they have no magical abilities.

She-Ra and Fantasy Archetypes for Mystery Men!

Illustration by FeiLong EX at DeviantArt

So I was watching She-Ra this morning …

No, I don’t really know why. It was on Me! TV this morning, and I was eating my breakfast, and … anyhow, when He-Man and all that jazz hit the scene, I was just about too old for it. A friend of mine got all the original He-Man stuff for Hanukkah one year, but I’ll admit it didn’t do much for me. I was never into fantasy stuff as a kid – I was a Star Wars and G.I. Joe man myself. About the only times I ever handled a He-Man figure was when I was playing with my cousins, who were younger. Now that I’m an adult, though, and a fan of gonzo fantasy/sci-fi, I have to admit you can’t go wrong with something as bonkers as He-Man. As I was designing Mystery Men!, I always thought it would be an excellent system for running something like He-Man.

Which brings me back to She-Ra. They were showing what I gathered to be the second episode, since it was the second part of a two-parter and appeared to be introducing the characters. A couple things came to mind.

First, She-Ra was a mega-babe. Yeah, I know, immature. But there it is.

Second, she was a paladin … or at least I saw her “lay on hands” in the episode.

This got me thinking about some of the archetypes in fantasy games other than the fighter, magic-user and thief, and how they might be done in Mystery Men!

First and foremost, you have the cleric. The cleric could be a sorcerer who devotes more XP to his level (thus getting more hit points and a higher attack bonus) and less to his sorcery pool than your typical sorcerer, or he could be an adventurer who takes a few powers related to healing – maybe embedding them in a holy symbol to cut down on the cost. There is no “turn undead” power per se’, but one could use the Fear power and tie is solely to the undead, thus cutting the cost from 10,000 XP to 5,000 XP. If you also embedded it in a holy symbol, you could cut the cost down to 2,500 XP.

That covers the main classes pretty well, which leaves us with the sub-classes.

The assassin could be a thief with the Inflict Wounds power.

Barbarians are just adventurers with the Rage power and maybe Catfall – just look at my previous post on Conan to get the idea.

The bard is probably a sorcerer with a small sorcery pool and the Enthrall and Suggestion powers.

The druid is probably a sorcerer who maybe goes to the trouble of taking Polymorph (self, one animal only) as a power. By and large, you can just use a sorcerer who focuses on druid-y kinds of spells.

The illusionist, and other specialist mages like necromancer, enchanter, etc. is just a sorcerer who picks and chooses his or her spells. No need for special rules.

The monk is really just an adventurer with a few powers – Catfall, Inflict Wounds, etc. – who doesn’t wear armor.

The paladin is an adventurer with the Heal Wounds power, probably embedded in a holy symbol or the paladin’s sword, along with Remove Impairment.

The ranger is actually a tough one. Tracking is just a task check – no need for anything special there. The extra damage against “giant-class humanoids” or the 3rd edition “favored enemy” could be a limited Inflict Wounds, and thus bought at half price. Maybe throw in things like Weapon Master (longbow), Catfall and Speak With Animals, and you’re probably in the right neighborhood.

Anyhow, as I finished my eggs this morning, I decided I should throw together some stats for She-Ra, who is a good example of a character that straddles the “swords & sorcery” and “superhero” genres. Enjoy the Princess of Power, and if you’re in the middle of a game, why not let her show up and kick Wolverine’s ass or something, just for fun …

SHE-RA, Adventurer 9 (Captain of the Guard, Princess of Power)
STR 13 (+6) | DEX 5 (+2) | CON 5 (+2) | INT 3 (+1) | WIL 3 (+1) | CHA 8 (+4)
HP 63 | DC 16 | ATK +7 (+13 melee, +9 ranged) | SPD 2 | XP 13,900

Ability Boosts: Str +10, Dex +2, Con +2, Cha +5

Powers: Heal Wounds (others), Invulnerability I, Speak with Animals, Strike True

Gear: Longsword (Potent Attack, Shield; 1d8+8, can hit ethereal and incorporeal creatures)

Deviant Friday – Laemeur Edition

Happy Veteran’s Day, folks – especially to any genuine veterans reading this blog. Thank You!

Today’s delve into DeviantArt takes up to Laemeur, a hipster with beautiful line work and lovely colors. Much of his work that would interest gamers concerns ’80s pop culture, but there’s all sorts of goodness on his DeviantArt page. I can’t think of any project – comic book or gaming – that couldn’t benefit from his illustration skills. Go take a look.

BUCK ROGERS, SOLAR SCOUT

 

 

THUNDER POWER RUMBLE

 

 

PRINCESS POWER POPS

 

 

CAP. LAEMEUR ET LA FLEUR

 

 

INVEX THE INVISIBLE MAN

 

 

AMAZING FRIENDS

 

 

EARTH ASTRIDE MARS

 

 

TRAPPED

 

 

STRANGE ENCOUNTERS

 

 

LILLA VS. MAGNUS

 

 

Deviant Friday – jimmymcwicked Edition

Today, I peer uncomfortably at jimmymcwicked. He makes fun drawings of fun stuff that are cool and fun. He also sells his wares HERE. Go visit, won’t you?

COMMANDO

 

 

Yes – he’s a commando. Not a freaking trite, overused ninja.

 

BOSSK

 

 

Generic Future Soldier Girl

 

 

Teela

 

Wonder Woman vs. Cheetah

 

Sgt Rock

 

 

Blobby Guy

 

Hawkeye and Black Widow

 

 

O’Hara, Shana M.