SlideShare a Scribd company logo
1 of 2
Katsuhito Masaki alias
                                                                   Name:                        Yosho Jurai                           Class                Fighter / Magic User
                                                                   Race /Sex: Elf ( Polymorphed Human
                                                                              Oger Mage
                                                                                        originally )                                  Level                    12                  12
                                                                   Hit                          00000      00000       00000
                                                                   Points              75       00000      00000       00000
                                                                                                                                      Experience             50,000               50,000
                                                                                                00000      00000       00000
                                                                   Armor:                       00000      00000       00000
                                                                                        1       00000      00000       00000
                                                                                                                                      Next Level             60,001               42,501
                                                                                                    Regenerate 1 Hp / round
                                                                   Appearance :
                                                                   Age: Old (appears
                                                                      about 65)
                                                                   Height: 6’
                                                                   Skin: Tanned
                                                                   Build: Slender
                                                                   Hair: Black w/ Grey
                                                                   Eyes: Brown, wears
                                                                      glasses.



Stats and Armor Class and Abilities based on Body of Ogre Mage + abilities of an Elvin Fighter / Magic User
                                                              To Hit                 Damage                Carry            Bend Bars
Strength                              18 (00)                  +3                      +6                 +3,000gp            40%
                                                            Reaction                 Defense          Pick Pockets          Pick Locks        Find Traps        Stealth            Hide
Dexterity                                   17                +2                       -3                 N/A                  N/A               N/A            N/A                N/A
                                                           HP / Level                  Shock          Resurrection
Constitution                                16                +2                       95%               96%
                                                            Max Spell               Know Spell        # Min /Max
Intelligence                                18                9th                     85%                9 / 18
                                                           Willpower                Bonus Spells      Spell Failure
Wisdom                                      16                +2                       N/A               N/A
                                                           Henchmen                   Loyalty             Reaction
Charisma                                    13                 5                      Normal               +05%

                                                         Fly, will use to do
                                       Regenerate 1                                                  Polymorph into
Abilities                                                 flips and jumps in    Turn Invisible                             Gaseous Form
                                       HP per round                                                  humanoid 4’ – 12’
                                                               combat
Languages: elvish, gnome,
                                       Sleep/Charm         Secret Door              Infra Vision     +1 with sword
holfling, goblin, hobgoblin,                                                                                               Surprise 66%
orcish, gnoll
                                        90% Resistance   33.3% (16.6%)                  60’             or bow.


                                                         Damage                                            Range
Weapons                                     Attacks
                                                         S-M / L
                                                                        +Damage             + Hit
                                                                                                          -0/ -2/ -5
                                                                                                                         Length      Space        Weight     Ammo

Long Sword wooden                              3/2       1-6/ 1-6              +6            +6                           3½’            3’          0       Triple Proficiency (long sword)
Javelin                                         1        1-6 / 1-6             +6            +5           2/4/6            3’            1’          0
Staff                                          3/2       1-6 / 1-6             +6            +3                           5’             5’          0
Sling (bullet 2-5 / 2-7, stone 1-4 / 1-4)       1        1-4 / 1-4             +6            +5           4 / 8 / 16       1’            5’          0       Used as belt
Hand to Hand                                   3/2                                                                                                           Grapple / Overbear


Armor:                                       Head         Chest             Back            Arms            legs       No Dex      Weight gp     Speed “
Clothes                         1        1        1        1          1        -3        0         12”
(Oger Mage body + Dex)
Roll to hit Armor Class / (roll over the number shown on a 20 sided dice adding in your bonuses to hit)
 10      9     8     7      6     5      4    3     2      1      0     -1    -2     -3    -4    -5     -6                                                       -7       -8      -9      -10
  0      1     2     3      4     5      6    7     8      9     10     11    12    13    14     15     16                                                       17       18      19       20
Saving Throws: (roll over the number shown on a 20 sided dice )
 Paralyzation, Poison,                            Petrification,                            Rod, Staff,
     Death Magic                 7                 Polymorph            8                     Wand                 7            Breath Weapon    8                  Spell          8
90% Resistant to Charm and Sleep
+2 vs. Mental Attacks
Items:                                             Length            Weight                                            Items:                                         Length           Weight
Spell Book (italics: spells memorized before being magic jarred, not in current spell book)
Magic Mouth on shirt will warn of attacks
4     1st Level
Long Sword (wooden)    4       2nd Level           4 3½ ‘ rd Level
                                                            3       3lbs          4       4th Level                                                             4          5th Level              1            6th Level
     Burning Hands                             Continual Light                          Clairvoyance          0                  Charm Monster                         Feeble Mind                0       Anti Magic Shell
0    Charm Personall
       Keys for                   castle Iron Gates:
                                    0    Darkness                              0        Dispel Magic          0                  Fear                           0      Hold Monster
     Detect. Magic                     0       ESP                                      Fireball              0                  Fire Charm                     0      Teleport
     Feather Fall                              Invisibility                             Fly                   0                  Minor Globe Inv.               0      Wall of Stone
     Grease                                    Knock                           0        Haste
     Identify                                  Levitate                                 Hold Person
     Magic Missile                             Magic Mouth                              Lightning Bolt
0    Mending                           0       Mirror Image                             Phantasmal Force
     Protect from Evil                         Rope Trick                      0        Protect N. Missiles
     Shield                                    Spider Climb                             Slow
0    Shocking Grasp
Silver            Gold                 0       Wizard Lock
                                                     Platinum                  0        Suggestion
0    Sleep                                                                              Tongues
Gem             Gem                            Gem                     Gem                  Gem             Gem                               Gem                     Gem                 Gem                    Gem
     Unseen Servant
Jewel 10,000    Jewel                          Jewel                   Jewel                Jewel           Jewel                             Jewel                   Jewel               Jewel                  Jewel




OGRE MAGE (Japanese Ogre)
FREQUENCY: Very rare                                          NO. APPEARING: 1-6                                       SIZE: L( 10%' tall)
ARMOR CLASS: 4                                                MOVE: 9"/15"
HIT DICE 5 + 2                                                NO. OF ATTACKS: I                                        DAMAGE/ATTACK: 1- 12
SPECIAL ATTACKS: See below                                    SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard                                    PSlONlC ABILITY: Nil                                      Attack/Defense Modes: Nil
INTELLIGENCE: Average to exceptional                          ALIGNMENT: Lawful evil
        Japanese ogres, ogre magi, are not as rare elsewhere as they are in this part of the world. They normally seek uninhabited places in which to lair - typically in a fortified dwelling or some secure cavern complex
below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food. If encountered in their lair, the ogre magi will always have a chief of great strength (+2 on each hit die,
attacking and saving as a 9 hit dice monster) in addition to the others of his kind indicated by the die roll. There will be 2-12 slaves/prisoners in the lair. Ogre magi are able to perform the following feats of magic: fly (for
12 turns), become invisible, cause darkness in a 1" radius, polymorph to human form (or similar bipedal humanoid form from 4' to 12'size), and regenerate 1 hit point per melee round (lost members must be reattached to
regenerate). Once per day they can also do any of the following: charm person, sleep, assume gaseous form, and create a ray of cold the same dimensions as that of a cold wand which does 8 - 8-sided dice of damage (unless
the appropriate saving throw is made). Japanese ogres speak their own language, that of normal ogres, the common tongue, and their alignment tongue.
        Description: Ogre magi have light blue, light green, or pale brown skins. Their hair is typically of an opposite and darker color (blue-green, green-blue), except that brown skinned ogre magi have dark yellow hair.
Their nails are black, and their teeth and tusks are very white. Horns are ivory colored. Their eyes have dark pupils with white centers. Their apparel is typically colored in patterns familiar to their homeland.

Magic Jar (Possession)
Level: 5                                     Range: 1"/level                 Duration: Special               Area of Effect: One creature
Components: V, S, M                          Casting Time: I round           Saving Throw: Special                                                                                       Difference            Die Adjustment
Explanation/Description: Magic jar is a very unusual spell. It enables the magic user to take over the mind of the victim and thus control the creature's body. In fact, if the          Negative 9 or less     +4
body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the                  Negative 8 to 6        +3
real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or
                                                                                                                                                                                         Negative 5 to 3        +2
crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar.
The special life force receptacle must be within spell range of the magic-user's body at the time of spell casting. Possession takes place only if the victim fails to make the          Negative 2 to 0        +1
required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell          Positive 1 to 4         0
caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires 1 round, and can   Positive 5 to 8        -1
only be done from a magic jar in spell range of the body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores
(intelligence only in non-human or non-humanoid creatures) of the magic-user and victim.                                                                                                 Positive 9 to 12       -2
A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus magic jar is the spell's material            Positive 13 or more    -3
component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to
displace the possessor's mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive
difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trappeduntil he or she can take over the
mind for control or escape.

More Related Content

More from Doug Hove

The mihoshi incident
The mihoshi incidentThe mihoshi incident
The mihoshi incidentDoug Hove
 
Character sheet mihoshi
Character sheet mihoshi Character sheet mihoshi
Character sheet mihoshi Doug Hove
 
Barbarians stockade
Barbarians stockadeBarbarians stockade
Barbarians stockadeDoug Hove
 
Barbarian stockade monsters
Barbarian stockade monstersBarbarian stockade monsters
Barbarian stockade monstersDoug Hove
 
Barbarian stockade dungeon
Barbarian stockade dungeonBarbarian stockade dungeon
Barbarian stockade dungeonDoug Hove
 
Ayeka strikes back
Ayeka strikes backAyeka strikes back
Ayeka strikes backDoug Hove
 
Tenchi Dungeons withhout Slide 10
Tenchi Dungeons withhout Slide 10Tenchi Dungeons withhout Slide 10
Tenchi Dungeons withhout Slide 10Doug Hove
 
Dungeon kagato's keep
Dungeon kagato's keepDungeon kagato's keep
Dungeon kagato's keepDoug Hove
 
Dungeon shrine of masaki
Dungeon shrine of masakiDungeon shrine of masaki
Dungeon shrine of masakiDoug Hove
 
Background story yosho
Background story yosho Background story yosho
Background story yosho Doug Hove
 
Background story washu
Background story washuBackground story washu
Background story washuDoug Hove
 
Background story sasami
Background story sasami Background story sasami
Background story sasami Doug Hove
 
Background story ryoko
Background story ryokoBackground story ryoko
Background story ryokoDoug Hove
 
Background story mihoshi
Background story mihoshiBackground story mihoshi
Background story mihoshiDoug Hove
 
Background story kiyone
Background story kiyoneBackground story kiyone
Background story kiyoneDoug Hove
 
Background story ayeka
Background story ayeka Background story ayeka
Background story ayeka Doug Hove
 
Character sheet kagato
Character sheet kagatoCharacter sheet kagato
Character sheet kagatoDoug Hove
 
Shrine of masaki
Shrine of masaki Shrine of masaki
Shrine of masaki Doug Hove
 
Cloud giant castle_
Cloud giant castle_Cloud giant castle_
Cloud giant castle_Doug Hove
 
Overview of campaign:
Overview of campaign: Overview of campaign:
Overview of campaign: Doug Hove
 

More from Doug Hove (20)

The mihoshi incident
The mihoshi incidentThe mihoshi incident
The mihoshi incident
 
Character sheet mihoshi
Character sheet mihoshi Character sheet mihoshi
Character sheet mihoshi
 
Barbarians stockade
Barbarians stockadeBarbarians stockade
Barbarians stockade
 
Barbarian stockade monsters
Barbarian stockade monstersBarbarian stockade monsters
Barbarian stockade monsters
 
Barbarian stockade dungeon
Barbarian stockade dungeonBarbarian stockade dungeon
Barbarian stockade dungeon
 
Ayeka strikes back
Ayeka strikes backAyeka strikes back
Ayeka strikes back
 
Tenchi Dungeons withhout Slide 10
Tenchi Dungeons withhout Slide 10Tenchi Dungeons withhout Slide 10
Tenchi Dungeons withhout Slide 10
 
Dungeon kagato's keep
Dungeon kagato's keepDungeon kagato's keep
Dungeon kagato's keep
 
Dungeon shrine of masaki
Dungeon shrine of masakiDungeon shrine of masaki
Dungeon shrine of masaki
 
Background story yosho
Background story yosho Background story yosho
Background story yosho
 
Background story washu
Background story washuBackground story washu
Background story washu
 
Background story sasami
Background story sasami Background story sasami
Background story sasami
 
Background story ryoko
Background story ryokoBackground story ryoko
Background story ryoko
 
Background story mihoshi
Background story mihoshiBackground story mihoshi
Background story mihoshi
 
Background story kiyone
Background story kiyoneBackground story kiyone
Background story kiyone
 
Background story ayeka
Background story ayeka Background story ayeka
Background story ayeka
 
Character sheet kagato
Character sheet kagatoCharacter sheet kagato
Character sheet kagato
 
Shrine of masaki
Shrine of masaki Shrine of masaki
Shrine of masaki
 
Cloud giant castle_
Cloud giant castle_Cloud giant castle_
Cloud giant castle_
 
Overview of campaign:
Overview of campaign: Overview of campaign:
Overview of campaign:
 

Character sheet yosho

  • 1. Katsuhito Masaki alias Name: Yosho Jurai Class Fighter / Magic User Race /Sex: Elf ( Polymorphed Human Oger Mage originally ) Level 12 12 Hit 00000 00000 00000 Points 75 00000 00000 00000 Experience 50,000 50,000 00000 00000 00000 Armor: 00000 00000 00000 1 00000 00000 00000 Next Level 60,001 42,501 Regenerate 1 Hp / round Appearance : Age: Old (appears about 65) Height: 6’ Skin: Tanned Build: Slender Hair: Black w/ Grey Eyes: Brown, wears glasses. Stats and Armor Class and Abilities based on Body of Ogre Mage + abilities of an Elvin Fighter / Magic User To Hit Damage Carry Bend Bars Strength 18 (00) +3 +6 +3,000gp 40% Reaction Defense Pick Pockets Pick Locks Find Traps Stealth Hide Dexterity 17 +2 -3 N/A N/A N/A N/A N/A HP / Level Shock Resurrection Constitution 16 +2 95% 96% Max Spell Know Spell # Min /Max Intelligence 18 9th 85% 9 / 18 Willpower Bonus Spells Spell Failure Wisdom 16 +2 N/A N/A Henchmen Loyalty Reaction Charisma 13 5 Normal +05% Fly, will use to do Regenerate 1 Polymorph into Abilities flips and jumps in Turn Invisible Gaseous Form HP per round humanoid 4’ – 12’ combat Languages: elvish, gnome, Sleep/Charm Secret Door Infra Vision +1 with sword holfling, goblin, hobgoblin, Surprise 66% orcish, gnoll 90% Resistance 33.3% (16.6%) 60’ or bow. Damage Range Weapons Attacks S-M / L +Damage + Hit -0/ -2/ -5 Length Space Weight Ammo Long Sword wooden 3/2 1-6/ 1-6 +6 +6 3½’ 3’ 0 Triple Proficiency (long sword) Javelin 1 1-6 / 1-6 +6 +5 2/4/6 3’ 1’ 0 Staff 3/2 1-6 / 1-6 +6 +3 5’ 5’ 0 Sling (bullet 2-5 / 2-7, stone 1-4 / 1-4) 1 1-4 / 1-4 +6 +5 4 / 8 / 16 1’ 5’ 0 Used as belt Hand to Hand 3/2 Grapple / Overbear Armor: Head Chest Back Arms legs No Dex Weight gp Speed “ Clothes 1 1 1 1 1 -3 0 12” (Oger Mage body + Dex) Roll to hit Armor Class / (roll over the number shown on a 20 sided dice adding in your bonuses to hit) 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Saving Throws: (roll over the number shown on a 20 sided dice ) Paralyzation, Poison, Petrification, Rod, Staff, Death Magic 7 Polymorph 8 Wand 7 Breath Weapon 8 Spell 8 90% Resistant to Charm and Sleep +2 vs. Mental Attacks
  • 2. Items: Length Weight Items: Length Weight Spell Book (italics: spells memorized before being magic jarred, not in current spell book) Magic Mouth on shirt will warn of attacks 4 1st Level Long Sword (wooden) 4 2nd Level 4 3½ ‘ rd Level 3 3lbs 4 4th Level 4 5th Level 1 6th Level Burning Hands Continual Light Clairvoyance 0 Charm Monster Feeble Mind 0 Anti Magic Shell 0 Charm Personall Keys for castle Iron Gates: 0 Darkness 0 Dispel Magic 0 Fear 0 Hold Monster Detect. Magic 0 ESP Fireball 0 Fire Charm 0 Teleport Feather Fall Invisibility Fly 0 Minor Globe Inv. 0 Wall of Stone Grease Knock 0 Haste Identify Levitate Hold Person Magic Missile Magic Mouth Lightning Bolt 0 Mending 0 Mirror Image Phantasmal Force Protect from Evil Rope Trick 0 Protect N. Missiles Shield Spider Climb Slow 0 Shocking Grasp Silver Gold 0 Wizard Lock Platinum 0 Suggestion 0 Sleep Tongues Gem Gem Gem Gem Gem Gem Gem Gem Gem Gem Unseen Servant Jewel 10,000 Jewel Jewel Jewel Jewel Jewel Jewel Jewel Jewel Jewel OGRE MAGE (Japanese Ogre) FREQUENCY: Very rare NO. APPEARING: 1-6 SIZE: L( 10%' tall) ARMOR CLASS: 4 MOVE: 9"/15" HIT DICE 5 + 2 NO. OF ATTACKS: I DAMAGE/ATTACK: 1- 12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard PSlONlC ABILITY: Nil Attack/Defense Modes: Nil INTELLIGENCE: Average to exceptional ALIGNMENT: Lawful evil Japanese ogres, ogre magi, are not as rare elsewhere as they are in this part of the world. They normally seek uninhabited places in which to lair - typically in a fortified dwelling or some secure cavern complex below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food. If encountered in their lair, the ogre magi will always have a chief of great strength (+2 on each hit die, attacking and saving as a 9 hit dice monster) in addition to the others of his kind indicated by the die roll. There will be 2-12 slaves/prisoners in the lair. Ogre magi are able to perform the following feats of magic: fly (for 12 turns), become invisible, cause darkness in a 1" radius, polymorph to human form (or similar bipedal humanoid form from 4' to 12'size), and regenerate 1 hit point per melee round (lost members must be reattached to regenerate). Once per day they can also do any of the following: charm person, sleep, assume gaseous form, and create a ray of cold the same dimensions as that of a cold wand which does 8 - 8-sided dice of damage (unless the appropriate saving throw is made). Japanese ogres speak their own language, that of normal ogres, the common tongue, and their alignment tongue. Description: Ogre magi have light blue, light green, or pale brown skins. Their hair is typically of an opposite and darker color (blue-green, green-blue), except that brown skinned ogre magi have dark yellow hair. Their nails are black, and their teeth and tusks are very white. Horns are ivory colored. Their eyes have dark pupils with white centers. Their apparel is typically colored in patterns familiar to their homeland. Magic Jar (Possession) Level: 5 Range: 1"/level Duration: Special Area of Effect: One creature Components: V, S, M Casting Time: I round Saving Throw: Special Difference Die Adjustment Explanation/Description: Magic jar is a very unusual spell. It enables the magic user to take over the mind of the victim and thus control the creature's body. In fact, if the Negative 9 or less +4 body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the Negative 8 to 6 +3 real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or Negative 5 to 3 +2 crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic-user's body at the time of spell casting. Possession takes place only if the victim fails to make the Negative 2 to 0 +1 required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell Positive 1 to 4 0 caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires 1 round, and can Positive 5 to 8 -1 only be done from a magic jar in spell range of the body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores (intelligence only in non-human or non-humanoid creatures) of the magic-user and victim. Positive 9 to 12 -2 A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus magic jar is the spell's material Positive 13 or more -3 component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessor's mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trappeduntil he or she can take over the mind for control or escape.