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Revolution Fantasy Campaign

Editor's Note: For the first arc of the Revolutionary War sequence, our beloved V&V characters were translated into 3e D&D. For the curious, these are the basics of how they turned out in that system. You'll notice there are no stats for Scott, because the program that turned out these nice neat little blocks of information was not designed to deal with quicksilver golems.

Needle: Female Elf (High) Cleric 12; CR 12; Medium Humanoid (Elf); HD 12d8; hp 65; Init +10; Spd 30 ft.; AC 23; Atk +11/+6 melee (1d6+2, quarterstaff +1), +10/+5 melee (1d3+1 ?, unarmed strike), +16/+11 ranged (1d4+1, sling); AL LG; SV Fort +8, Ref +10, Will +13; Str 12, Dex 22, Con 10, Int 18, Wis 20, Cha 14

Skills and Feats: Concentration +15, Diplomacy +15, Heal +20, Knowledge (arcana) +10, Knowledge (religion) +19, Profession (Navigator) +16, Scry +10, Sense Motive +16; Dodge, Improved Initiative, Spell Focus (Conjuration), Spell Penetration, Empower Spell

Privateer: Male Human Fighter/Rogue 6/6; CR 12; Medium Humanoid (Human); HD 6d10+6d6+24; hp 95; Init +4; Spd 30 ft.; AC 18; Atk +17/+12 melee (1d6+7, rapier +2), +13/+8 melee (1d4+3, dagger), +16/+11 ranged (1d8+2, repeating crossbow +1); AL CG; SV Fort +9, Ref +11, Will +6; Str 16, Dex 18, Con 14, Int 18, Wis 14, Cha 16

Skills and Feats: Appraise +9, Balance +13, Bluff +12, Climb +13, Decipher Script +7, Disable Device +13, Disguise +8, Escape Artist +17, Gather Information +7, Hide +13, Innuendo +3, Intimidate +13, Jump +23, Move Silently +13, Open Lock +15, Pick Pocket +10, Profession (Sailor) +13, Search +13, Sense Motive +5, Swim +13, Tumble +13, Use Rope +10; Alertness, Exotic Weapon Proficiency (Repeating crossbow), Expertise, Improved Disarm, Improved Trip, Leadership, Point Blank Shot, Weapon Finesse (Rapier), Weapon Focus (Rapier), Weapon Specialization (Rapier)

Phoenix Talon: Male Human Monk 12; CR 12; Medium Humanoid (Human); HD 12d8+48; hp 125; Init +10; Spd 70 ft.; AC 22; Atk +16/+11 melee (1d10+8, katana +2), +13/+10/+7 melee (1d12+4, unarmed strike), +15/+10 ranged (1, shuriken), +15/+10 ranged (0, ray); AL LN; SV Fort +12, Ref +14, Will +9; Str 18, Dex 22, Con 18, Int 14, Wis 13, Cha 12

Skills and Feats: Balance +20, Climb +19, Diplomacy +5, Escape Artist +12, Hide +30, Jump +20, Listen +10, Move Silently +30, Perform +5, Swim +5, Tumble +20; Dodge, Exotic Weapon Proficiency (Bastard sword), Improved Critical (Bastard sword), Improved Initiative, Leadership, Weapon Focus (Bastard sword)

Thunderbolt: Male Human Ranger/Sorcerer 3/9; CR 12; Medium Humanoid (Human); HD 3d10+9d4+36; hp 90; Init +2; Spd 30 ft.; AC 16; Atk +12/+7 melee (1d4+5, dagger +2), +10 melee (1d4+3, dagger +2), +10/+5 melee (1d6+5, rod of thunder & lighting), +10/+5 melee (1d6+3, club), +11/+6 ranged (1d8+1, masterwork light crossbow); AL LG; SV Fort +9, Ref +6, Will +9; Str 16, Dex 14, Con 16, Int 18, Wis 14, Cha 22

Skills and Feats: Alchemy +6, Animal Empathy +7, Climb +9, Concentration +18, Handle Animal +7, Heal +5, Hide +8, Intimidate +21, Intuit Direction +3, Jump +7, Knowledge (arcana) +19, Knowledge (nature) +5, Listen +8, Move Silently +8, Ride +6, Scry +5, Search +7, Spellcraft +19, Spot +8, Swim +5, Wilderness Lore +6; Blind-Fight, Combat Casting, Improved Unarmed Strike, Mounted Combat, Spell Focus (Evocation), Alter Energy Type (Can swap Fire for lightning and vise versa)

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© 2003 Brian Rogers