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.