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Author Topic: Masters of the Universe
bjrc
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Member # 7993



posted January 03, 2003 04:25 PM      Profile for bjrc      Edit/Delete Post
TRAP-JAW

Male Cybernetic Human Fighter 14

CR 15; Medium-Sized Humanoid (human); HD 14d10+56; hp 160; Init +7; AC 13 (touch 13, flat-footed 10); Atk +18/+13/+8 melee (5d8, crushing claw), or +17/+12/+7 ranged (6d8, heavy blaster); SA Cybernetic arm, cybernetic jaw; SQ Block with arm; AL NE; SV Fort +12, Ref +7, Will +3; Str 19, Dex 17, Con 18, Int 8, Wis 8, Cha 12.

Skills: Climb +8, Intimidate +6, Jump +8

Feats: Cleave, Combat Reflexes, Dodge, Far Shot*, Great Cleave, Improved Initiative, Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Sunder.
* Trap-Jaw follows a special rule for use of this Feat (see below)

Cybernetic Arm (Ex): Trap-Jaw is most feared for his cybernetic right arm, a powerful multi-purpose weapon made of black metal that can deal tremendous damage. Invented by Tri-Clops, the current version has three settings, or modes; Trap-Jaw can only use one mode at a time, and he requires a standard action to change the mode; however, he can change the mode of the weapon with only a thought, so long as he is conscious and no form of magical of psionic mind control prevents him from doing so.
Crusing Claw mode: Trap-Jaw usually (70% of the time) begins an encounter with his arm in this mode. In this mode, the arm resembles a large metal pincer, which he uses foe melee combat; it does piercing, slashing, AND bludgeoning damage all at once. His Strength score applies to his attack roll, but not his damage roll.
Heavy Blaster mode: In this mode, the arm forms into a lethal blaster cannon. It shoots blasts of plasma at tremendous force; half the damage done is fire, and half is physical. The normal range for this weapon is 100 yards; however, Trap-Jaw can choose to use his Far Shot feat to extend the range further. The blaster is fueled by a fuel pack sufficient to fire one-hundred shots before it is exhausted, and if Trap-Jaw extends the range using his Far Shot feat, the blast counts as two shots. Replacing the fuel pack takes twenty minutes, the use af several tools, and the aid of somebody with the Craft (machines) skill (usually Tri-Clops assists) so Trap-Jaw is usually unable to reload in the heat of battle. (note that, due to his low intellect, Trap-Jaw doesn't always enter a battle with a fresh fuel pack).
Rotory Saw mode: This mode is more a tool than a weapon. If Trap-Jaw tries to use this mode as a weapon, he can make only one attack per round, at an attack bonus of +10, and does 2d12+4 points damage. He usually uses this diamond-tipped mechanical saw to tear through objects like doors, gates, and other barriers. When using it to attack an object, the object's hardness is considered halved, and the saw does 4d12 points damage per round to it.
An enemy can try to break the arm, but it isn't easy. The opponent suffers a -5 penalty to his attack roll for trying to hit such a target, and it provokes an attack of opportunity. If an opponent manages to hit it, the arm has a hardness of 18, can withstand 70 hp before being broken enough so as not to work, and has a break DC of 30.
If the arm is damaged, Tri-Clops can repair it in one week; if it is completely destroyed, it takes him a month to build a new one. Naturally, this puts both villains out of commission for that amount of time. If Tri-Clops is killed or imprisoned, Trap-Jaw's arm cannot be repaired at all, unless someone with a Craft (machines) score at least as good as his finds his blueprints for it.
In the future, Tri-Clops may very well design a new arm for Trap-Jaw that is more powerful, and/or has more or different modes.

Cybernetic Jaw (Ex): Trap-Jaw gets his nom-de-guerre from his cybernetic teeth and mandible. If he grapples an opponent, he can try to attack with a bite; this attack is made with an attack bonus of +5, does 3d6+4 points of damage, and does triple damage on a critical.
Outside of combat, Trap-Jaw, often uses his teeth to bite through locks, manacles, and other things that he can fit his teeth around. His teeth do the same damage to objects, but the objects' hardness is considered halved.

Block With Arm (Ex): On any given round, Trap-Jaw can choose to forgo any attacks and instead use his cybernetic arm like a shield. This grants him a +5 bonus to his AC, but only to attacks from the front; he also risks damaging the arm. At the DM's discretion, any attack that would have hit, but didn't due to him using this option, count as an attack against the arm.

Possessions: Trap-Jaw rarely carries a weapon or anything else, preferring to rely on the power of his cybernetic arm.

Appearance: His cybernetics asside, Trap-Jaw appears human; except that his skin is blue, except for his face, which is green. Possibly, this odd coloration was a side effect of the accident that resulted in the loss of his right arm and jaw, or the operation where Tri-Clops replaced them. It is doubtful that Trap-Jaw is actually of a seperate race altogether (and unless a future episode proves otherwise, he will considered a human on this thread). Trap-Jaw has a large, ugly scar on his left shoulder (probably also from his accident). He always wears a battered red helmet, but the rest of his clothing is limited to black trunks and boots.

Tactics: Trap-Jaw is a hardened warrior... and a certifiable moron. He couldn't come up with a decent strategy for a fight if one walked up to him and hit him in the face. Still, he is respected as a vital member of Skeletors team by the other members due to his ability to deal out tremendous damage on the battlefield. And Skeletor likes keeping him around due to his loyalty - Trap-Jaw is just too dumb to ever plot against him... at least on his own.

History: Much of Trap-Jaw's history is unknown. However, he was one of the first warriors that the wizard/blackguard Keldor (later known as Skeletor) recruited in his failed attempt to overthrow the Elders. Trap-Jaw's original name was Kronis, and he was little more than a grunt in Keldor's army. Sometime in that first battle, Kronis was horribly injured, and his right arm and jaw were destroyed. Keldor's chief scientist and surgeon Tri-Clops replaced his arm and jaw with powerful cybernetic ones; now deadlier than ever, Kronis took the name Trap-Jaw (although his arm was far deadlier than his jaw, he apparently liked the jaw better) and resumed the battle.
However, the war ultimately ended in failure. When the Elders cursed Keldor (which ultimately made him into Skeletor) and banished him to the Dark hemisphere, Trap-Jaw was banished with him. However, years later, when Skeletor and his horde escaped Trap-Jaw was close behind.
Trap-Jaw has yet to contribute anything of real importance to Skeletor's campaign to capture Greyskull; but perhaps it is only a matter of time before something sinks in.

Classic Trap-Jaw quote:

(Skeletor and his henchmen are spying on Adam and Teela playing a vollyball-like game.)

Skeletor: I believe I have discerned Prince Adam's weakness...

Trap-Jaw: Yeah... he has a wimpy left leg... his right seems okay...

Skeletor: I'm talking about his ego, you moron!

Trap-Jaw: I was about to say that!

[ January 04, 2003, 08:50 AM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 03, 2003 04:45 PM      Profile for bjrc      Edit/Delete Post
Before I continue with this project, I'm going to answer a question that many have been wondering about: How did Keldor become Skeletor?

My stats for him say the Elders cursed him; many people say that Randor threw acid in his face.

The answer is: it was both.

Here's how it went: Keldor was once an incredibly hansome, but very evil wizard/blackguard. His goal was to rule Eternia. He raised a hoard, consisting of a few of his current henchmen, including Beast-Man, Tri-Clops, Evil-Lyn... basically everyone who was present in the first few episodes, and attacked the Tower of Wisdom, seeking to capture and enslave the Elders, powerful immortal spellcasters who held secrets of... well practically everything.

At that time, Adam was not yet born, and Eternia was ruled by his grandfather (his name escapes me at the moment). At the time, Eternia's King was only a political ruler; he ultimately answered to the Elders. Randor was a young prince, and a captain in his father's army. He led the force that defended the Elder's Tower.

The ensuing war lasted months. It ended when Randor met Keldor face to face. They dueled for hours, with Keldor dominating the battle. But before he could deliver the killing blow, Randor picked up a vial of corrosive poison that Keldor had dropped (blackguards are fond of such stuff) and hurled it in his foe's face, horribly scarring him; and with the blackguard in such agony, he was easily captured. And with their master defeated, the rest of his forces surrendered.

The once handsome Keldor and his most important henchmen were dragged before the Elders. They decided to punish him in a way that would "finish" what Randor had started. Their magic transformed him into a fiendish creature, with a face that was a bare skull (in my version, they turned him into a half-fiend). Then they banished him and his officers to the Dark Hemisphere (the rest of his army spent the rest of their lives rotting in jail).

But even to this day, Skeletor blames Randor for what was done to him; and when he conquers Eternia (as he is certain he will do) he plans savage, cruel, bloody revenge on its current monarch.

I hope that clears it up.

Anyway, next on my list: it is said that the more two groups of people are alike, the more they are likely to oppose each other. Thus, I present two former rivals, two Masters who almost had to kill each other before they became friends!

It's the birds and the bees, Stratos and Buzz-Off, coming up next!

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
DFloyd
Member
Member # 21429



posted January 03, 2003 08:25 PM      Profile for DFloyd      Edit/Delete Post
quote:
Originally posted by bjrc:
Before I continue with this project, I'm going to answer a question that many have been wondering about: How did Keldor become Skeletor?

My stats for him say the Elders cursed him; many people say that Randor threw acid in his face.

The answer is: it was both.

<snip>

Trivia for ya: Before his accident, Trap-Jaw was known as Kronis.

You have a very nice theory there, bjrc; you should check out the boards at He-Man.Org; I'm there as DarkSoldier, and on the New Cartoon board, there are some threads examining the villains' personalities.

Your theory is slightly inconsistent with established continuity, though; until the Elders vanished, they ruled Eternia, and Randor was just Captain of the army (Randor's father's name was Miro; Randor is to Keldor as Miro was to Count Marzo). The concept of "kingship" didn't come back to Eternia until the Elders made Randor the first King of Eternia since... whenever (it was never mentioned when the Elders came to power).

More trivia: According to the old comics, at least, Hordak is a fallen Elder.

--------------------
All people are created stupid, but some are more stupid than others.

>My D&D Dungeon< hosts a slew of original and converted material, including the d20 Modern Net.Book of Fictional Characters.

Zelda d20 Status and Countdown!

From: Vancouver, BC, Canada | Registered: May 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 04, 2003 08:47 AM      Profile for bjrc      Edit/Delete Post
Thanks for the info DFloyd. The post for Trap-Jaw has been edited.

However, I do not think that Hordak even exists in the new series; and the Elders certainly didn't exist in the old one (so in the old series, Hordak was not a fallen elder). In the old series, Greyskull was not given an origin; in fact, practically none of the charaters were given origins, not even He-Man, which was often the case in fantasy cartoons back then. Heck, back in those days, cartoons like these had little plot, and were little more than half-hour toy commercials.

The new series is far better. It has plot, it has direction, and the characters have motivation. Prince Adam actually looks like a fifteen-year-old, rather than just He-Man in a different outfit. The villains have more of a motivation, rather than being evil for evil's sake; and the heroes have actual personalities, with quirks and faults, instead of just being ultimate good Samaritans.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Crinos Galavar
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Member # 110408



posted January 04, 2003 09:15 AM      Profile for Crinos Galavar   Email Crinos Galavar    Edit/Delete Post
well, its still pretty early in the series to say who will or wont be around. They may have the horde and she ra as a big two parter or something

I for one cant wait till the snake men make an appearence. Stinkor too.

Anyway, Id like to request you do Tuvak/Baadra/Tu-baad next. There my fave villians so far.

--------------------
Crinos: big evil

From: the mists | Registered: Oct 2002  |  IP: Logged
bjrc
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Member # 7993



posted January 04, 2003 09:32 AM      Profile for bjrc      Edit/Delete Post
I am looking forward to doing Two-Bad; boy, do I have plans for doing his (or THEIR) stats.

But they will have to wait in line. There are many guys that have to come first.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 04, 2003 06:33 PM      Profile for bjrc      Edit/Delete Post
Okay everybody; time for a lesson on the birds and the bees.

Now, the history of these two heroes kind off goes together, so I put their history together.

So without further ado: Stratos and Buzz-Off!

STRATOS, KING OF THE AVIONS

Male Avion Ranger 17

CR 19; Medium-Size Humanoid (avion); HD 17d10+34; hp 200; Init +6; Spd 30 ft, fly 90 ft (good); AC 16 (touch 16, flat-footed 10); Atk +19/+14/+9/+4 melee (by weapon +2)or +23/+18/+13/+8 (4d8, blaster-harness); SA Favored enemies (1st: mostrous humanoids; 2nd: beasts; 3rd: dragons; 4th: evil outsiders); SQ flight limit; AL LG; SV Fort +12, Ref +11, Will +9; Str 15, Dex 22, Con 15, Int 15, Wis 18, Cha 17.

Skills: Diplomacy +18, Heal +12, Hide +14, Intuit Direction +13, Knowlege (Avion history) +22, Listen +12, Profession (ambassador)+24, Search +10, Spot +13.

Feats: Dodge, Flyby Attack, Leadership, Mobility, Point Blank Shot, Precise Shot, Track.

Flight limit (Ex): If Stratos must carry a medium load (more than 67 lbs, in his case, his fly speed is halved, and his manuverability is reduced to poor. Stratos can only fly while carrying a heavy load (more than 134 lbs in his case) for five rounds, and he is reduced to a quarter speed, and clumsy manuverability. After doing so, he is considered exhausted for two turns. Should he try to fly with a heavy load for longer than five rounds (and he isn't that foolish), he crashes, taking falling damage.

Possessions: Blaster-Harness and up to five extra energy cartriges. If he expects to fight on the ground (which he rarely does), Stratos might carry any martial weapon, usually a one handed one, which is at least masterwork, and might be enchanted.

The Blaster-Harness: The traditional weapon of the Avions, this weapon was invented especially for flying humanoids built like an avion. It consists of a cannon like blaster strapped to the back pointing up, controlled by two triggers grasped in the wearer's hands. In mid-flight, a flying humanoid can fire the blaster over his head at a target he is flying at. The beam does force damage (physical damage), and has no backlash. A standard version of the weapon has a range of 100 yards, and does 4d8 point of damage, but more powerful versions exist. The weapon is powered by an energy cartrige that provides enough energy for 40 shots; reloading a ne cartrige takes six rounds. (In a battle, when he needs to reload, Statos flys to a spot where an ememy can't reach him - making good use of his Hide skill - to reload) To an avion, the weapon is a martial weapon, but to any other race, it is an exotic weapon. The weapon is considered Large (as it reqires two hands to use), weighs a mere five lbs, and costs 20 gp (for an avion; a member of another race would expect to pay far more).

Appearance: Stratos is an avion, a member of a race that combines traits of both mammals and birds. He is old for an avion (explaining his high level) but quite powerful (his Strength and Constitution are both above average for his race). He has a red beard, and his skin is grey. Like all of his race, he has wings growing from his wrists, which seem too small and narrow to support a man-sized creature in flight. Like all avions, Stratos never wears armor, or any more clothing than necessary (clothing interferes with their flight) but he does wear a pair of goggles with dark lenses (avions wear these goggles to protect their eyes from dust and other irritants while flying). Despite being their king, Stratos rarely wears any type of royal finery while among his people.

Tactics: Stratos is a dedicated and toughened warrior, a veteran of years of combat; he did not become king of Avion for nothing. He has mentioned in the past that he has fought dragons before, and a warrior who can stand up to such creatures is not one to take lightly. While fighting alongside the Masters, he does what he is good at - hitting the enemy from above. Ironically, this means he is often partnered with his former rival Buzz-Off, who also has the power of flight. The two have been forced to admit now that they make much better partners than adversaries.

BUZZ-OFF, KING OF THE ANDRINANS

Male Andrinan Fighter 14

CR 17; Medium-Size Humanoid (andrinan); HD 14d10+14; hp 140; Init +9; Spd 30, Fly 60 ft (good); AC 20 (touch 15, flat-footed 15); Atk +20/+15/+10 melee (1d8+7 masterwork blaster-axe, battleaxe mode) or +20/+15/+10 ranged (1d10+2, masterwork blaster-axe, blaster mode); SQ natural armor; AL CG; SV Fort +10, Ref +9, Will +4; Str 20, Dex 20, Con 12, Int 18, Wis 10, Cha 12.

Skills: Diplomacy +21, Knowlege (Adrinan history) +24, Move Silently +15, Profession (ambassador) +20, Spot +10.

Feats: Cleave, Dodge, Expertise, Flyby Attack, Great Cleave, Improved Critical (battleaxe), Improved Initiative, Leadership, Mobility, Power Attack, Sunder, Whirlwind Attack, Weapon Focus (battleaxe), Weapon Specializatin (battleaxe).

Natural Armor (Ex): Like all of his race, most of Buzz-Off's body is covered with a chitinous carapace that is very lightweight but very strong, giving him a natural AC bonus of 5.

Possessions: Masterwork blaster-axe, up to five fuel packs, ambrosia. As king of Andrinos, Buzz-Off is entitled to as much ambrosia as he desires; however, he does not like taking advantage of this privlege, and unless there is an emergency, he limits himself to only as much as any other andrinan is entitled to (five ounces a week).

The Blaster Axe: This weapon that Buzz-Off uses is of Andrinan design. It is two weapons in one. In one mode, it is identical to a battleaxe. As a full-round action, however, the user can unhinge a few parts of the weapon, and transform it into a blaster-rifle. In this mode, the blaster fires a blast of plasma - half of the damage done is fire, the other half is physical. It has a range of seventy-five yards, and does 1d10 points damage (the one Buzz-Off uses is a masterwork version). The rifle is powered by a fuel pack that allows forty shots before needing reloading; the weapon takes six round to reload. (In a heated battle, if he runs out of ammunition, Buzz-Off typically is content to rely on only the battleaxe mode; if the blaster is absolutely necessary, he flies to a spot where he's sure an enemy can't reach him and reloads.)
The blaster-axe takes no great skill to use, and is considered a martial weapon. It is a medium sized weapon in battleaxe mode, but a Large one in blaster mode (because the rifle requires two hands to use); it weighs 9 lbs and costs 30 gps (for an andrinan; a member of another race would have to pay far more).

Ambrosia: Not truly a magical substance, ambrosia is a special food developed by the andrinans.
Ambrosia can only be grown in an andrinan settlement. (In a campaign set on Eternia, only one settlement is known to exist- Andrinos in the Mystic Mountains. DMs who wish to introduce the race to another setting may want to create more.) Growing any crop requires at least ten andrinans with the profession (farmer) skill (Andrinos has over a hundred such farmers). Ten farmers can produce about fifty pounds (give or take) of ambrosia per month.
When an andrinan eats an ounce of ambrosia, his Strength, Dexterity, and Constitution all rise by three points, and his speed (normal and flying) double. This effect lasts for an hour. An andrinan gets no additional bonus for eating more than an ounce at once - doing such simply wastes it.
If a member of any other race eats ambrosia, the effect is far more dramatic. First, in one round, the creature develops a chitin-like carapace, similar to that of an andrinan, increasing his AC by 10 points. On the next round, his Strength, Dexterity, and Constitution are all increased by 10 points (do not forget to raise hit points, saveing throws, and skill points accordingly). His speed is tripled (in all environments he can move in). And finally, if he is an arcane spellcaster, any spell he casts is Maximized, Empowered, and either Enlarged or Extended, whatever is appropriate.
However, this incredible power is short-lived; only an andrinan can truly benefit from ambrosia. After an hour, all beneficial effects vanish, and when the carapice falls off, the imbiber takes 3d10 points of incredibly painful damage, and must make a Will save (DC 20), or be stunned by the pain for five turns. One round later, the ambrosia in the fool's system becomes a lethal toxin. The save DC is 22; intial damage is 1d6 points of Strength, Dexterity, and Constitution damage, and secondary damage is 2d6 points damage to all three scores. Whats more, if the victim survives, he must make another Fortitude save (DC 15) or lose a point from all three scores permanently.

Description: Buzz-Off is an Andrinan, a member of a race of humanoid insects resembling bees. His appearence is intimidating - some would say frightening. His face has multifaceted eyes, antennae growing from his forhead, sharp mandibles, and a pair of spurs sprouting from either side of his chin. His torso sports an armored carapace with spikey spurs growing from his shoulders; his hands are clawed (though they are not fit for combat), his feet are taloned, and his large wings are insect-like; they even give off a buzz-like drone when he flies.

Tactics: Buzz-Off is a terror in combat. He has been being trained to fight almost since the day he hatched; most enemies would rather face a giant swarm of angry real bees than him.
Buzz-Off has mellowed out a little since joining the Masters, but he still has not yet completely been cured of what was once an enormous ego. Taking orders from another person is still new to him, and he does so from Man-At-Arms reluctantly. Of all the Masters, he is the one most likely to argue over strategies and plans.
Also, Buzz-Off is still not one-hundred-percent certain that the "old pile of stones" known as Castle Greyskull truly contains the infinite power of the Elders, as Man-At-Arms claims. Still, he DOES realize that Skeletor wants the place pretty bad; and he also realizes that if a guy like Skeletor wants something THAT bad, no good can come from him getting it. So Buzz-Off will defend Greyskull, even though he doubts its importance.

History: The history of Stratos and Buzz-Off is actually older than both of them. For centuries, the Avions and the Adrinans lived in the Mystic Mountains, and for as long as either race could remember, the two races had been rivals. Whether the two races had ever faced each other in actual war is unknown, but it is unlikely.
At some time in the recent past (after the Elders had merged with Greyskull), The Avions formed an alliance with King Randor. Whether Stratos was their king at the time or when it was their previous king was uncertain, but the alliance was made. Sometime later (when Stratos definately was their king) Stratos personally joined Randors group of elite warriors, later known as the Masters.
Soon after, however, a crisis emereged, as the evil known as Skeletor returned to Eternia. Stratos played a role in the first battle, where He-Man first appeared, and it would be clear that the alliance between Randors lands and Avion would be all the more vital; and more alliances would be needed.
However, at that time, the rivalry between Avion and Adrinos became worse than ever. The king of Adrinos, a powerful warrior known as Buzz-Off, declared a trade embargo against Avion. (Buzz-Off is clearly not his real name; since his chief advisor calls himself "Stingrad," perhaps it is common for all adrinan nobles to adopt psedonyms and keep their true names secret.)
Both Stratos and Randor knew this could not continue. Both of them pleaded with Buzz-Off to end this silly rivalry and form an alliance to help defeat Skeletor. But the proud Buzz-Off refused, insisting that his people were more than capable of defending themselves; he truly underestimated what Skeletor was capible of.
Skeletor spied on these negotiation with baited breath, and an idea came to him. He figured that if he could somehow empty Adrinos, he could ransack their ambrosia warehouses, and he and his henchmen could use the potent substance to defeat He-Man and the Masters. Thus, he put in motion a plan to intensify the rivalry of the two races and start an all-out war between them.
First, he had Evil-lyn cast illusion spells on Beast-Man's gargoyles, disguising them as avions and andrinans, then had them attack the entourages of the two kings. Thus, both Stratos and Buzz-Off believed that the other had pulled an unprovoked ambush on them.
Both of them made a complaint to Randor, and when Randor sent a message to each of them urging them to try to resolve it peacefully, Skeletor had Tri-Clops intercept each message, and then alter it, so it appeared to be a warning; each ruler saw Randor telling them that he uncovered proof that the other was plotting against him.
All the while, He-Man had decided to investigate the trouble in the Mystic Mountains for himself. He picked up Teela along the way. It didn't take Skeletor long to discover that his enemy was heading there, so he sent Beast-Man, Clawful, and Trap-Jaw to delay him.
After a few more manipulations, Skeletor's plan worked, and both Stratos's and Buzz-Off's army prepared for battle. The instant Andrinos was mostly emptied, Skeletor took Evil-lyn and Tri-Clops to the city with a large carrying vehicle. They made short work of the skeleton-staff Buzz-Off had left behind, practically depleted the ambrosia storerooms, and then the three of them gorged themselves on the ambrosia.
He-Man and Teela arrived at the Mystic Mountains just as the two armies were approaching each other. But before they could do anything, Skeletor, Evil-lyn, and Tri-Clops attacked them, possessing incredible strength from the ambrosia. After beating He-Man nearly senseless, Skeletor couldn't resist gloating, and telling his foe why he had implimented the whole thing.
He-Man knew then what he had to do. He simply stalled for a few minutes, insulted Skeletor, and goaded him back. And in a few minuted, the three villains power faded, and they fell over, VERY sick.
With his infamous lack of common sense, Skeletor had failed to do any research whatsoever, and knew nothing about the toxic properties that ambrosia had on non-andrinans; but He-Man did. So all he had to do was delay the villain until the poison kicked in.
Unfortunately, He-Man had no time to take the three criminals into custody; the battle was starting. He stole one of Skeletor's Vulture-Wings, and piloted it right in-between the crossfire of of an avion vehicle and an andrinan vehicle. Somehow, he was able to explain to them that Skeletor was resposible for the whole crisis (likely he used a paladin spell on the two rulers at that point - mere words would have been difficult).
Due to Skeletor's scheme, the andrinans suffered a shortage of ambrosia that season (Skeletor obviously destroyed what he stole out of spite). But some good came of it; the rivalry between the avions and the adrinans finally ended, and Buzz-Off's people allied themselves with Randor. Soon after, Buzz-Off personally joined the Masters, and he has been a worthy member of the group ever since.

Classic Stratos Quote:

(Stratos's army is facing Buzz-Off's)

"I will not be the one to start a war; but I will be the one who finishes it!"

Classic Buzz-Off Quote:

(Buzz-Off and Stingrad have received a message from Randor that was altered by Skeletor)

"So, Stratos thinks he can pull the wax over our eyes!"

Avion PCs

+3 Dexterity, +3 Wisdom, -3 Strength, -3 Constitution; avions are graceful and agile, and very wise, but their hollow bird-like bones make them physically weak and frail.

Medium-Size: Avions have no special bonuses or penalties due to size.

Avion base speed is 30 feet, and they can fly at a base speed of 90 feet, with good manuverability. However, if they must carry a medium load, their speed drops to half, and their manuverability drops to poor. If they must carry a heavy load, they can only fly for five rounds, at one quarter speed, at clumsy manuverability; if they try to fly longer, they crash, taking falling damage. After flying any amount of time with a heavy load, they are exhausted for four turns, minus their Constitution binus (if any).

Avions can use the Blaster-Harness as a martial weapon.

Automatic languages: Avion, Eternian, Adrinan

Favored Class: Ranger. A multiclass avion ranger's class does not count when determining whether she suffers an XP penalty for multiclassing.

ECL: +2

Adrinan PCs

+3 Strength, +3 Dexterity, -3 Wisdom, -3 Charisma; Adrinans are very strong and very agile, but they tend to lack common sense, and when dealing with others, their attitudes tend to be arrogant and bossy.

Medium-Size: An adrinan has no special bonuses or penalties due to size.

An adrinan's base speed is 30, and they can fly at a base speed of 50, with good manuverability.

Ambrosia: An adrinan that is on good terms with his people (ie, not a criminal, exile, or outcast), can request up to five ounces of ambrosia per week. Note that stealing ambrosia from the Andrinos storehouses is a serious felony, and ever since Skeletor's raid, the city's most powerful wizards have been working hard at beefing up the security in them.

Odd Anatomy: Because of the strange anatomy of an adrinan, clothing and armor for one must be custom made, and costs double the normal price. An adrinan armorsmith could do it for normal price, but there are few, if any, such armorsmiths; the race sees no use for armor, given their natural protection.

Automatic laguages: Adrinan, Eternian, Avion

Favored class: Fighter. A multiclass andrinan fighter's class does not count when determining whether he suffers an XP penalty for multiclassing.

ECL +3

WHEW!!

Comming up next, the hero who really knows how to use his head - literally - Ram-Man!!

Don't miss it.

- Brian

[ January 10, 2003, 06:08 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Koram
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Member # 5793



posted January 06, 2003 09:44 AM      Profile for Koram      Edit/Delete Post
I think, that you forgot to include the avion ecl to Stratos. He's a level 17 ranger and cr 17.

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"What makes evil so disturbing, is how silently it creeps inside of you, how deep in all our hearts, there is something dark, that allows us tp behave in ways never before possible, and once you have bathed in the blood of evil, it can never be washed away...."

From: etters | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 06, 2003 03:34 PM      Profile for bjrc      Edit/Delete Post
Sorry. It is now corrected.

This project is not easy. For each character, I first have to watch the tapes of every episode that the character plays a significant part in (sometimes several times) to make sure I make as proper a transition to D20 stats as possible. I don't want to accidentally make Tri-Clops a better sugeon than Man-at-Arms, for instance. I then have to write the stats out on paper, with an eraseable pen. Then I have to alter some scores to accout for Ability scores and such. Then I have to type it all into this post, all the while praying that my internet connection doesn't cut off (as it sometimes does) and I have to start over.

Like I said, it's hard, and mistakes can happen.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Bladewind
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Member # 4721



posted January 06, 2003 04:06 PM      Profile for Bladewind      Edit/Delete Post
quote:
Originally posted by bjrc:
My stats for him say the Elders cursed him; many people say that Randor threw acid in his face.

The answer is: it was both.

Here's how it went: Keldor was once an incredibly hansome, but very evil wizard/blackguard.
The once handsome Keldor and his most important henchmen were dragged before the Elders. They decided to punish him in a way that would "finish" what Randor had started. Their magic transformed him into a fiendish creature, with a face that was a bare skull (in my version, they turned him into a half-fiend).

Actually, Keldor threw the acid at Randor who activated a shield and redirected it back at Keldor.

Curious, why didn't you use the Abeil from MM2?

--------------------
"Life is about chances and choices. I have given you a second chance. Choose to use it wisely."

From: In my own little world... | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 06, 2003 05:00 PM      Profile for bjrc      Edit/Delete Post
I considered using the Abeil, simply changing their name to Adrinans, but I didn't, because Buzz-Off's race and the Abeil are much too different.

The Adrinan's aren't divided into vassals, soldiers, and a queen like the Abeils are (Buzz-Off is their king, their is no queen); all adrinans are physically equal. The adrinans do not have a hive-mind like abeils, nor do they have darkvision, a drone attack, effective claw attacks, or a poisonous sting (even in the old series, Buzz-Off never attacked an enemy with his claws or any sort of sting). An adrinan has to fight the old fashioned way - mano-a-mano, with a trusty sword in his hands - his wings and carapace give him a little advantage, but ONLY a little.

And besides, for PCs, the ECL for an abeil soldier is far too high (11).

But the primary reason I didn't use the abeil is because that would have been wimping out. Anyone doing this project could have based the andrinans on an existing race - I chose to be creative, and create my own. It's just the writer in me.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
DFloyd
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Member # 21429



posted January 06, 2003 06:07 PM      Profile for DFloyd      Edit/Delete Post
quote:
Originally posted by bjrc:
Sorry. It is now corrected.

This project is not easy. For each character, I first have to watch the tapes of every episode that the character plays a significant part in (sometimes several times) to make sure I make as proper a transition to D20 stats as possible. I don't want to accidentally make Tri-Clops a better sugeon than Man-at-Arms, for instance. I then have to write the stats out on paper, with an eraseable pen. Then I have to alter some scores to accout for Ability scores and such. Then I have to type it all into this post, all the while praying that my internet connection doesn't cut off (as it sometimes does) and I have to start over.

Like I said, it's hard, and mistakes can happen.

- Brian

Well, when I'm doing my conversions, I write everything out into a plain text file, using a statblock template, and then I copy & paste the finished product into a post; no risk involved, other than human error or a freak power outage.

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All people are created stupid, but some are more stupid than others.

>My D&D Dungeon< hosts a slew of original and converted material, including the d20 Modern Net.Book of Fictional Characters.

Zelda d20 Status and Countdown!

From: Vancouver, BC, Canada | Registered: May 2001  |  IP: Logged
Bladewind
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Member # 4721



posted January 08, 2003 04:58 PM      Profile for Bladewind      Edit/Delete Post
quote:
Originally posted by bjrc:
But the primary reason I didn't use the abeil is because that would have been wimping out. Anyone doing this project could have based the andrinans on an existing race - I chose to be creative, and create my own. It's just the writer in me.

Good point.
Forgot to mention that I love this thread.

--------------------
"Life is about chances and choices. I have given you a second chance. Choose to use it wisely."

From: In my own little world... | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 09, 2003 03:07 PM      Profile for bjrc      Edit/Delete Post
Before I introduce the newest character for this thread, some news:

At the risk of making a shameless plug; it was inevitable, but this month, Image Comics has started a monthly comic book based on the new series. It is only available at comic book and hobby shops (for now) and you maight be able to find it at large bookstores like Waldenbooks. If the title is successful, I guess it will eventually be available through subscription.

The first issue comes in two formats: one with a normal cover, that costs $2.95, and a special "collectors verision" with a cover done by a better artist made of a better material, that costs $5.95 (my advice: unless you can burn three extra bucks, buy the cheaper one - it really makes no difference).

Now that that's out of the way, may I present a hero who really knows how to use his head - Ram-Man!

RAM-MAN

Male Cybernetic-Human Barbarian 15

CR 18; Medium-Sized Humanoid (human); HD 15d12+75; hp 225; Init +8; Spd 30 ft; AC 18 (touch 12, flat-footed 18); Atk +22/+17/+12 melee (1d8+2+6, +2 Battleaxe); SA Rage 4/day (greater rage), ram attack; SQ Uncanny dodge (can't be flanked, +2 to save against traps) damage reduction 2/- ; AL NG; SV Fort +14, Ref +9, Will +6; Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 14.

Skills: Climb +18, Intimidate +14, Intuit Direction +13, Jump + 18, Listen +13.
Note: Ram-Man has spent two skill points to gain literacy.

Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Run, Weapon Focus (Battle Axe).

Ram Attack (Ex): Due to his cybernetic spine, clavicles, scapulas, and skull, Ram-Man possesses the incredible power to knock over enemies like tenpins, and smash through even the hardest barriers.
To use his ram-attack, Ram-Man must first make a charge action (see the rules for a charge on page 124 of the PHB), usually making good use of his Run feat while doing so. Ram-Man is so good at this attack, that while he gains the +2 bonus to the attack, he does NOT suffer the -2 penalty to his AC (but only while using his ram-attack; if he charges for another reason, he does suffer the AC penalty). If an enemy sees him coming, the enemy can ready an attack against the charge; however, that usually subjects the ememy to the full force of the ram, which is almost NEVER an even trade-off.
When actually making the attack, Ram-Man strikes with his head, with an attack bonus of +25 (plus 2, since he is charging). When used against a creature (other than a construct) the attack does 3d12 points damage, plus his strength bonus, and does triple damage on a critical. In addition, unless the victim is of Huge size of larger or immune to critical hits (a construct, elemental, ooze, plant, or undead), it must make an opposed Strength check against Ram-Man's Strength score or be stunned for a number of rounds equal to the number of points of damage the attack caused divided by four (rounded down).
Against objects or creatures of the "construct" type, Ram-Man's ram-attack is even stronger. Against objects and constructs, the attack does double the damage it does against living (or undead) beings, and the objects' hardness and break DC is considered halved.
Should Ram-Man use his ram-attack while under the influence of his barbarian rage ability, the attack is more lethal still. The base damage against creatures doubles, becoming 6d12 plus his strength bonus, it can now stun Huge creatures, and it stuns them for twice as long. This damamage is QUADRUPLED against objects and constructs, and the objects' hardness and reak DC is considered one fourth normal (rounded down). At his angriest, Ram-Man has been known to level decent-sized buldings with this attack.
If Ram-Man uses his ram-attack without wearing his special helmet, the attack still works, but he must make a fortitude save (DC equals the creature's AC or the object's true hardness) or he is knocked out cold for a number of rounds equal to the DC of the save he had to make. Naturally, even he isn't dumb enough to try this unless he absolutely has to.

Possessions: Masterwork breastplate (the helmet included with his armor is of special make to aid him in his ram-attack, but it would not benefit anyone else any more than a normal helmet). Ram-Man owns many weapons, but prefers his trusty +2 Battleaxe.

Appearance: At 6'10" tall and 280 lbs (all muscle), Ram-Man is an imposing, intimidating figure. He is almost never seen without wearing his armor, over which he wears a maroon jacket and kilt. His speech isn't very articulate, but no-one who doesn't know him well dares make fun of him; and his friends respect him too much to do so.

Tactics: Ram-Man isn't the brightest warrior, and his combat tactics aren't too subtle. However, in a battle, words like "fear," "retreat," and even "moderation," have no meaning to him. When defending the Royal Palace, Greyskull, and (especially) his friends, Ram-Man will not stop fighting until the battle is won; an enemy would quite literally have to kill him before he would give up. King Randor and Man-at-Arms could not have asked for a more loyal follower than Ram-Man. If only his I.Q. were a little higher, he could probably contribute a great deal more than he currently does.
In an actual battle, Ram-Man has a great sense of humor, and likes to goad and taunt his enemies. He doesn't use his rage ability that often - but when he DOES, trying to stop him is the equivalent of trying to stop an avalanche.

History: Very little has been revealed about the Master that is now known as Ram-Man; his real name is not known to anyone but him and the Royal Military records. However, according to him, one very traumatic experience as a child shaped his life. As a little boy, he was out exploring in the Plains of Perpetua, when he got lost in the vast cavern systems under that place. Fortunately for him, those caves had no dangerous beasts, but no light reached those caverns. For hours, he was lost in the total, uncanny darkness. Eventually, he found his way out, but from that moment on, he suffered from an irrational fear of the dark. Even when he became a Master, he could not sleep in his quarters in the Royal Barracks without the aid of a night-light. He never dared tell anyone, least of all his fellow Masters; he didn't want to be thought of as a coward.
When he grew into adulthood, he began to realize that his body was strong, but his mind was weak. So, he chose the career that he thought was best - that of a soldier.
Then, after an unspecified amount of time in King Randor's army, he had some cybernetic surgery done. Exactly why is uncertian. Perhaps it was necessary due to an accident he suffered, but due to the nature of his cybernetics, the more likely explanation is that he was a willing volunteer for an experiment.
Whatever the case, the surgery (which almost certainly was performed by Randor's general and weapons-expert, Man-at-Arms), replaced the soldier's natural spine, clavicles, scapulas, and most of his skull with cybernetic ones. With the addition of a specially designed helmet, followed by months of special training, he became able to knock down stone, concrete, and even metal-plated walls by charging at them and hitting them with his head.
If this was indeed an experiment, it is easy to see why Man-at-Arms decided not to perform the surgery on any other member of the Royal Army; his test-subject had become far TOO powerful and several soldiers with this ability would be a disaster waiting to happen. Nonetheless, the test-subject had become a potent weapon, and Randor gladly offered him a promotion him into his band of elite warriors (later called The Masters). He gladly accepted, took the pseudonym "Ram-Man."
Years later, a crisis erupted, when the evil known as Skeletor escaped from the Dark Hemisphere. Ram-Man would play a role in many of the Overlord of Evil's schemes.
Soon after Skeletor discovered Greyskull's importance, Evil-lyn hatched a plan to trick the Masters into fighting each other. She would entrance one of them into doing her bidding, hoping that the thought of a traitor among them would sow discord. She needed the one among them who had the weakest willpower; thus, Ram-Man would be the target.
So, when he was out fishing, Evil-lyn approached him, and used a spell of her own devising called Sirine's Song. This variant of Dominate Monster allowed her to dispel and renew it at any time, and the victim would have no memory of his actions when he was under the spell. Ram-Man fell victim to it easily.
Later, with Tri-Clops spying on him with a doomsphere, Ram-Man witnessed Man-at-Arms unveil his latest weapon - the Immobilization Ray, a device that could immobilize (not just paralyze), any creature (even undead, constructs, elementals, oozes, and plants), and any machine capible of movement. Skeletor believed that this was the perfect time to put Evil-lyn's plan into action; he comanded her to direct Ram-Man to steal the weapon.
Evil-Lyn did so, and Ram-Man broke into Duncan's lab, knocked out Buzz-Off, who had been guarding the place, stole the weapon, and hid it in his quarters.
However, Man-at-Arms was not fooled so easily. Once the idea of a traitor was realized, he had all the Masters (himself included) neuroscaned; once he found that Ram-Man was under a spell, he gave him special device to put in his helmet, that blocked it. Then Randor and the Masters devised a plan that they believed would be perfect to catch Skeletor and his henchmen once and for all.
When Evil-lyn next used her Siren's Song, Ram-Man pretended to be under it, and delivered the weapon to her. Then Randor pretended to catch him in the act, and Ram-Man was "imprisoned" for "treason."
As Man-at-Arms expected, Evil-lyn used the spell on Ram-Man again, and Ram-Man busted out of his prison cell. All of the Masters gave chase; Skeletor and his henchmen waited, thinking to ambush the Masters with the Immobilization Ray. When the Masters approched, Skeletor blasted Adam with a Lightning Bolt, knocking him out cold; but the Masters didn't stop, not wanting to delay the opportunity.
And when Skeletor tried to use the weapon on the Masters, just as Man-at-Arms had counted on, his complete lack of common sense had doomed his plan. Skeletor had not tested the weapon, and now learned, too late, that in order to use it, you needed to first punch in a numerical code that only Man-at-Arms knew. Buzz-Off quickly snatched it from Skeletor and tossed it to Man-at-Arms, who punched in the code and turned the weapon on the Overlord of Evil and his henchemen, and then gloated that there plan had backfired.
But then, Duncan's plan hit a snag. Evil-lyn had been hiding invisibly out of site the whole time. A blast from her staff knocked Man-at-Arms down, and then SHE grabbed the weapon, and turned it on the Masters. She laughed, and pondered that perhaps she would sieze Greyskull for herself.
At that moment, Adam managed to recover and transform into He-Man. He attacked Evil-lyn; but instead of using the Ray, she decided to try something more sadistic; she turned her Siren's Song on HIM.
But while He-Man struggled to resist it (his willpower was far greater than Ram-Man's), Man-at-Arm's "plan-B" arrived. A mad-as-Hell Ram-Man thundered through the underbrush; his head hit a tree, and it toppled right on top of the wicked witch! The Immobilization Ray was destroyed in the process, and both the Masters and Skeletor's men recovered from its effects. The villains made a quick escape while the Masters where picking themselves up. So, while both Skeletor's and Man-at-Arm's plans both accomplished absolutely NOTHING, perhaps Evil-lyn will think twice in the future before she underestimates the power of those with weak willpower.
Sometime later, Beast-Man managed to round up an army of several hundred shadowbeasts, ferocious predators that no doubt came from Subternea (the Underdark of Eternia). Skeletor figured that this army could not only breach Greyskull's walls, but destroy the Royal Palace as well. However, shadowbeasts had a major handicap - they were deathly afraid of light; even in moonlight and starshine, they were helpless. So Skeletor got creative. Using mundane means, he forced a huge volcano near Snake Mountain to erupt, filling the sky over much of the planet with smoke, soot, and ash, so that all light from the the sun, moons, and stars was blocked out.
In the seige of shadowbeasts that followed, the Masters (and indeed every member of Randor's army) was pushed to their limits, and Ram-Man could no longer hide his fear of the dark from anyone. Halfway through the battle, Man-at-Arms guessed his phobia, and Ram-Man simply couldn't lie to him, explaining what happened when he was a child. When Ram-Man asked if that made him a coward, Man-at-Arms said, "You're one of the bravest men I know. Remember this Ram-Man: true courage is when you're afraid, but you act anyway."
However, the situation for Ram-Man only worstened, when during part of the seige he and Teela fell through the floor of a courtyard and into the ruins of an old prison complex that had built long ago by the Elders. Unable to leave the way they came, the two seached for a way out, until they were ambushed by at least twenty hungry shadowbeasts. Teela attempted to hold them back with her portable beacon, but at a critical moment, she fell through a rotten wooden piece of the floor and down to a lower level, twisting her ankle, and breaking the light source. At first, Ram-Man panicked - but then he heard Teela screaming for help - a shadowbeast was attacking her! In that instant, Ram-Man forgot his fear; he plowed through all twenty of the shadowbeasts that where in front of him. Then he jumped down to where Teela was, grabbed the shadowbeast that was attacking her, and broke it in half with his bare hands! Then he lifted Teela up, and smashed his way out of the ruins, into the open air.
In the meantime, He-Man, guided by the Sorceress, had managed to destroy the volcano that was creating the clouds of ash, and soon the sunlight returned. The shadowbeasts were rendered helpless, and were easily decimated by Randor's armies.
Ram-Man seems to have conquered his fear of the dark completely, and remains a potent member of the Masters to this day.

Classic Ram-Man quote #1:

(Man-at-Arms has caught Ram-Man in a dining room snacking on leftovers)

Man-at-Arm: "Sigh... A little early for a mid-moon snack, isn't it Ram-Man?"

Ram-Man: "Um, no... I'll have to come back for that at mid-moon."

Classic Ram-Man quote #2:

(Orko has asked Ram-Man if he wants to see a new trick)

Ram-Man: "Ya ain't gonna make me disappear are ya? Last time it took me three days ta find myself."

Coming up next: the real sea-devil - Merman!

Don't miss it.

- Brian

[ January 11, 2003, 05:01 AM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted January 12, 2003 04:45 PM      Profile for bjrc      Edit/Delete Post
Hey everyone!

A question: What would happen if Aquaman and Blipdoolpoolp got married and had a son?

Answer: You'd get this guy:

MERMAN

Male Fighter 7/Ranger 8 (Race Unknown)

CR 17; Medium-Size Monstrous Humanoid (?); HD 7d10+21, plus 8d10+24; hp 145; Init +6; Spd 30 ft, Swim 60 ft; AC 20 (touch 13, flat-footed 17); Atk +20/+15/+10 melee (1d8+3+3+2 plus 1d6 electric, +3 Shocking Blast Trident) or +18/+13/+8 melee (1d8+3+4 plus special, Shark-Scale Longsword); SA Favored enemies (1st: Humans, 2nd: Animals); SQ Spell-like abilities, aquatic, natural armor, underwater master, aquatic immunities, communication; AL NE; SV Fort +12, Ref +9, Will + 5; Str 17, Dex 19, Con 16, Int 15, Wis 10, Cha 14.

Skills: Hide +22, Intuit Direction +17, Listen +18, Move Silently +22, Ride (giant flying shark) +22, Search +19, Spot 18, Wilderness Lore +17.

Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack, Spring Attack, Sunder, Track, Weapon Focus (trident), Weapon Specialization (trident).

Aquatic (Ex): Merman can breathe both air and water indefinately.

Natural Armor: Merman's scaly skin grants him a natural AC of 2

Aquatic Immunities (Su): Merman is unaffected by all spells with the "water" descriptor and any spell-like abilities that mimic them. Also, no non-good water elemental or any prime material aquatic creature with an Intelligence score lower than his will attack him unless it is magically or psionically under another creature's control.

Communication (Su): Merman can telepathically communicate with any aquatic creature or native of the Elemental Plane of Water, to a range of 100 feet.

Underwater Master (Su): While underwater, Merman acts as if he is under the influence of a permanent Freedom of Movement spell. Also, he is at home at any depth, and takes no damage from water pressure.

Spell-Like Abilities (Sp): Merman has the following spell-like abilities: At will: Summon Monster I, Summon Monster II, Summon Nature's Ally I, Summon, Nature's Ally II; 4 times/day: Summon Monster III, Summon Monster IV, Summon Nature's Ally III, Summon Nature's Ally IV;
3 times/day: Summon Monster V, Summon Monster VI, Summon Nature's Ally V, Summon Nature's Ally VI; 2 times/day: Summon Monster VII, Summon Monster VIII, Summon Nature's Ally VII, Summon Nature's Ally VIII;[/I] Once/day: Summon Monster IX or Summon Nature's Ally IX, but not both. For all of these abilities, Merman is limited to sea life, water elemenals, and aquatic outsiders, who cannot be of good alignment.

Possessions: Masterwork scale-mail, +3 Shocking Blast Trident, Shark-Scale Longsword

The Shocking Blast Trident: A weapon with the Shocking Blast property works like a Shocking Burst weapon, but has an added feature: every four rounds, the weilder can shoot fourth a ray of electrical energy from the tip at a target. This requires a ranged touch attack, and does 2d8 points damage. This property cannot be applied to a missile weapon. Merman's trident is also a +3 weapon.

The Shark-Scale Longsword: This magical serrated sword used by Merman is a +4 Keen, Bane (humans) Longsword. It also has another useful feature: with the flip of a switch, it folds up int a small disk that can easily be placed in a pouch, or even a pocket.

Appearence: Merman is a strange, almost bizarre-looking, humanoid creature. His appearance seems to combine the worst features of sahuagin, locathah, and kuo-to (three races that, incidentally, he quite often works with. His skin is a scaly green, except for the scales surrounding his eyes and mouth, which are mustard-yellow. His eyes are bulbous and fish-like, and his mouth is large and full of shark-like teeth. More often than not, he drips with seawater and other... stuff, and no matter how long he has been out of water, he stinks like rotten fish. His voice sounds like a gurgling sewerpipe. He wears yellow scale-mail that does not seem to made of metal; his weapon are made of the same substance.

Tactics: Of all Skeletor's henchmen, only Evil-lyn is more sadistic than Merman. In battle, he doesn't just want to kill his enemies... he wants to hurt them first. The only problem is, while he is one of Skeletor's smarter henchmen, he doesn't have any more commen sense than his employer has; his foolishness has gotten him into trouble in more than one occcasion.
Still, Merman has enough sense to know that he has the advantage in his element - underwater. And he makes good use of his ability to summon sea life when he can. His favorite monster to summon is the dreaded Eternian giant flying shark, an enormous predatory fish that is capible of surviving out of water for about an hour, using its fins to fly for about half an hour, and is large enough to swallow man-sized prey whole - an experience that Man-at-Arms knows only too well.

History: The past of the odd creature who calls himself Merman is largely unknown. Whatever race he belongs to is unknown - if he even has one. Given his odd supernatural powers, he may well be a unique creature; possibly Skeletor created him in some vile magical experiment, or he may even be a demon of some kind.
Whatever the case, Merman was one of Skeletor's oldest henchmen, part of his army back when the Overlord of Evil was still known as Keldor. And when the Elder's cursed Keldor and banished him to the Dark Hemisphere, Merman was banished with him.
Years later, when Skeletor escaped to renew his plans of conquest, Merman was not far behind. But his loyalty was not as solid as it used to be.
While many of Skeletor's henchmen had (and still have) ideas about seizing their employer's power for themselves, Merman is the only one thusfar who has actually made an attempt; and in doing so, he unintentionally caused the Masters and He-Man what may be years of trouble from Skeletor's forces.
When Skeletor escaped from the Dark Hemisphere, he did so by using a powerful but highly unstable artifact called the Coradyte Crystal to tear down The Mystic Wall, the barrier that the Elders built to keep prisoners from escaping the place. The Crystal exploded in the process, and Skeletor assumed it had been destroyed.
But artifacts are not so easily done away with. The Crystal soon reformed, and Merman soon found it. Delighted, he took it to his lair in the Sea of Rakash, thinking that by tapping its power, he could gain control over all sea denizens, and raise an unstoppable army to conquer Eternia for himself.
However, his first attempt to use the artifact was a failure, and all it did was send an energy surge across the whole planet. At the time, both Skeletor and Man-at-Arms were experimenting with machines, and when their experiments blew up in their faces, it didn't take them long to guess that the Coradyte Crystal was active again.
Man-at-Arms, who had better equipment, pinpointed the Crystal's location; after getting a special suit of diving armor, he took Adam and Teela to the coast of the Sea of Rakash, told them to keep guard, and dove under to search for it, hoping to find it before Skeletor did.
Skeletor, however, had only his hunches to go on, and sent his troops to the former sight of the Mystic Wall. But when they found nothing, a divinitation spell was all he needed to discover that Merman had taken it. So he commanded Evil-lyn, Trap-Jaw, Clawful, and Beast-Man to go to the mutineer's lair to get it, which they did (thanks to Evil-lyn's Water Breathing spell, and some undersea vehicles that Clawful was able to summon).
Skeletor's henchmen and Man-at-Arms reached Merman at about the same time. As Merman was argueing with his allies, Man-at-Arms grabbed the artifact with a tool, but was soon cornered by the villains. Merman tried to intimidate the Master by summoning his favorite monster, the dreaded Eternian giant flying shark... but the idiotic beast attacked too soon, and swallowed Man-at-Arms while he still had the Crystal!
Merman practically panicked. He tried to make the shark cough up Man-at-Arms... but then, too late, he learned a cardinal rule about artifacts: don't mess with them unles you know what you're doing. Inside the beast, the Crystal activated, and the shark mutated. It grew to double its size, its wings turned into three spider-like legs, and its teeth turned into explosive missiles! Completely insane from the mutation, the monster attacked the villains, and then climbed out onto the shore with no purpose except to destroy.
Of, course, Teela and Adam noticed it, and fortunately, Orko, who had been spying on the whole underwater battle was able to tell them that Man-at-Arms was inside the thing. Adam quickly pretended to flee in panic, and transformed himself and Kringer into He-Man and Battle-Cat. Then, with Teela's help, they were able to lead it away from the inhabited area.
By that time, the rest of the Masters had arrived, and the next thing to do was to rescue Man-at-Arms. Trying to kill the shark may well have killed him along with it, so He-Man did the next-best thing. He thew himself down the beast's throat!
It didn't take him long to find Duncan, who was now badly injured by both the shark's stomach acid and internal teeth. But in He-Man's effort to rescue him, his sword touched the still active Coradyte Crystal.
THAT only made the situation worse. The touching of the two artifacts somehow caused the shark to mutate further. It grew even larger, and its wings grew back, larger and stronger than before. Even worse, it made a beeline for Castle Greyskull, clearly intending to tear it apart.
Once Man-at-Arms realized where it was going, he used the last of his armor's power to send a message to Teela's Windraider. He gave her a direct order, that if the creature was in the slightest danger of harming Greyskull, then she and the Masters were to kill it - even if it meant killing him and He-Man with it.
Reluctantly, Teela ordered the Masters to surround the Castle and ready their weapons. All the while, He-Man dragged Man-at-Arms up the monster's throat. Just as the Masters were about to fire, He-Man forced his way out the beast's maw, and the two emerged safely. He then punched the shark, and it fell into the abyss surrounding the Castle.
But the danger had not ended - the Coradyte Crystal started to glow fiecely! It was about to detonate, and Man-at-Arms knew that it could well take the whole planet with it! As a desperate measure He-Man used his sword to absorb the blast, knowing he may well have been killed by it; fortunately, the Crystal crumbled into powder, and He-Man recovered with just a bad headache.
Merman was severely punished by his employer for his attempted treason. However, the whole turn of events benefited Skeletor more than any event to date. He had seen that Teela was willing to sacrifice he own father to protect Castle Greyskull... and he couldn't help but wonder... why?
Thus did Skeletor begin to learn the true importance of Greyskull, begining an endless amount of problems for the Masters, which will likely continue for years to come.

Classic Merman quote:

(Merman has conrnered Man-at-Arms with the Crystal)

Merman: "Give me my Crystal!!!"

Evil-lyn" Your Crystal?!

Merman: "Well, I... Since nobody was using it anyhow, I just thought that... Okay, fine! Skeletor can have the stupid thing!" (Turns to Man-at-Arms as the giant shark approaches) "Hmmm... Maybe I don't get to use the Cystal, but I do get the pleasure of seeing you become lunch!" (the shark charges)"Now hand it over... What?! Not yet you stupid...!"

Coming up next... When somebody likes lying or bluffing, you may say that he's "two-faced"; well, this hero is good at bluffing, but he isn't two-faced; he's three-faced!

That's right, Man-E-Faces, coming up next!

- Brian

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Knight_of_spades
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posted January 17, 2003 03:28 AM      Profile for Knight_of_spades   Email Knight_of_spades    Edit/Delete Post
It just keeps getting better and better!
And you wrote up trap-jaw too! Hooray! [Big Grin]
I always thought he was some kind of orc though.
Great work!

From: Norway | Registered: Oct 2002  |  IP: Logged
bjrc
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posted January 17, 2003 07:48 PM      Profile for bjrc      Edit/Delete Post
Okay guys, time for (in my opinion) the second-most unique hero in the series (the MOST unique hero, in my opinion, will be next). Time for the most popular Humanoid/Construct/Monstrous Humanoid on the block; well, actually the ONLY Humanoid/Construct/Monstrous Humanoid on the block, the Master known as:

MAN-E-FACES

Male Enchanted Human Bard 8 / Fighter 8

CR 18; Medium-Sized Humanoid (human); HD 8d6+16 plus 8d10+16; hp 132; Init +7; Spd 30 ft; AC 21 (touch 14, flat-footed 19); Atk +19/+14/+9/+4 melee (1d8+3, masterwork heavy mace), or +18/+13/+8/+3 ranged (2d8, blaster pistol); SQ spells, bardic music, bardic knowlege, change faces (robot powers, monster powers); AL NG; SV Fort +12, Ref +13, Wil +12; Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 18.

Note: Several of the statistics above are subject to change, sometimes dozens of times per encounter. A PC playing Man-E-Faces is encouraged to keep three seperate character sheets for the above statistics (see below for information on how they change).

Skills: Bluff +24, Climb +9, Escape Artist +9, Gather Information +10, Hide +9, Jump +9, Move Silently +9, Perform (Ballad, Chant, Dance, Epic, Flute, Impressions, Lyre, Lute, Mandolyn, Melody, Opera, Poetry, Shalm, Stage Acting [Comedy], Stage Acting [Monologue], Stage Acting [Mute Performance], Stage Acting [Pastoral], Stage Acting [Romantic], Stage Acting [Tragedy], Storytelling) +32, Sense Motive +8, Swim +9, Tumble +9.

Feats: Blind Fight, Combat Reflexes, Dodge, Endurance, Improved Critical (claws, in monster form), Improved Initiative, Improved Unarmed Strike, Mobility, Point Blank Shot, Quick Draw, Run, Track.

Spells known (3/4/4/2 per day): Detect Magic, Flare, Light, Open/Close, Prestidigitation, Read Magic; Cause Fear, Cure Light Wounds, Hypnotism, Sleep, Ventriloquism; Cure Moderate Wounds, Daylight, Sound Burst, Tasha's Hideous Laughter, Tongues; Confusion, Dispel Magic, Emotion, Sculpt Sound.

Face Change (Su): Man-E-Faces has the odd ability to change his normal human face to one of two others, and gain special powers while "wearing" each of them.
When wearing his true, human face, Man-E-Faces has no powers other than his ordinary class abilities. However, as a free action, he can transforn his face to either one of his other two faces: that of a typical robot, or that of an ugly monster. When wearing either of these faces, he can switch back to his human face or to the other alternate face, also as a free action. He can "wear" any face for as long or as short a time as he choses, and can change them an unlimited number of times.

Robot face powers (Su): When Man-E-Faces switches to his robot face, his movements stiffen and his voice becomes computer-like and emotionless. He gains the following abilities and liabilities.

* His Intelligence score rises by 10 points, but his Dexterity Score and Wisdom Score both drop by 5. These Ability Score changes do not affect his Saving Throw bonuses or Skill bonuses, but his Initiative and AC both drop by 3 points. His Speed remains the same, but he can no longer run (and is not considered to have the Run feat).

* His creature type changes to "Construct" (except that he is still considered a living creature and retains his Constitution score). As such, he is immune to mind influencing effects (charms, compulsions, phantasms, patterns, and morale effects), and to poisons, sleep, paralysis, stunning, disease, death effects, necromantic effects, and all attacks that require a Fortitude save (unless the attack affects objects). He is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massage damage. He cannot be healed in robot form (but he can certainly change faces if in need of healing, and certainly will if he needs to). He possesses darkvision to 60 feet.
Man-E-Faces is quite aware that Constructs are immediately destroyed when reduced to zero hp, and cannot be raised from the dead. He has no idea what would happen to him if he were ever killed in robot form, whether it would even be possible to revive him. To be on the safe side, he never stays in robot form when badly wounded.

* In robot form, Man-E-Faces possess the ability to analyze creatures by observing a creature and taking a full round action, he can gain the following information about the creature, regardless of any conditions: the creature's type (aberration, animal, etc), its ability scores and hp at full health, any extrodinary and supernatural (but not spell-like) abilities it possesses, how many hp and ability score points it has currently lost (if injured), and any adverse conditions that it is currently suffering from, including poisons, diseases, curses, and anything else that threatens its health.
If the creature has a reason to be on the records of the Royal Archives (for example, if it is a criminal, retired or current member of the army, or even a menial employee of the palace), the ability shows more. Basically, Man-E-Faces can learn everything that the records know (how much they know is up to the DM).
This ability cannot be fooled by any nonmagical disguise, or any magical disguise weaker than a 7th level spell.
Although Man-E-Faces can gain much information from this ability, he can only retrieve the information from his memory while wearing his robot face.

* In robot form, Man-E-Faces has photographic memory. He remembers everything he sees in perfect detail, and can memorize even large books within minutes. However, he is only capable of retrieving these memories from his brain while wearing his robot face.

* In robot form, Man-E-Faces has the following spell-like abilities, at will: Analyze Dweomer#, Comprehend Languages, Discern Lies, See Invisibility, Tongues .

#This powerful version of the spell takes only a turn to use, and works on both magical items and technological ones (but still does not work on artifacts.

It is important to realize that while Man-E-Faces's robot form resembles a robot, it is not truly a robot in the truest sense; it is actually a magical creature that mimics the abilities of one. His transformation into robot form is a supernatural ability, and all his robot powers are supernatural, not technological.

Monster-face powers (Su): When he switches to his monster face, Man-E-Faces's voice turns gruff, and his vocabulary becomes somewhat inarticulate. His muscles bulge and his finger sprout claws. He gains the following abilities and liabilities:

* Man-E-Faces's creature type changes to "Monstrous Humanoid." He gains darkvision to 60 feet.

* His Strength and Dexterity both rise by 6 points, but his Intelligence and Wisdom both drop by 5. Again, this does not affect his Saving Throw bonuses or Skill bonuses, but his Initiative and Ac both rise by 3. His base Speed increases to 60.

* Man-E-Faces gains the Scent ability as described in the Monster Manual. Also, he can strike with his claws with an attack bonus of +9/+9, doing 1d8+6 points damage per strike (threatening a critical on a roll of 19-20, due to his Improved Critical feat).

* He gains a +5 circumstance bonus on Hide, Move Silently, and Intimidate skill checks.

Possessions: Masterwork heavy mace, blaster pistol (sometimes two) and up to six clips. Man-E-Faces wear's mechanical +1 Half Plate, which, custom built for him by Man-at-Arms, has the same special properties as Man-at-Arms's armor (see statistics above).

Blaster pistol: This tiny-sized technological martial weapon is an easy-to-use firearm. It fires a blast of plasma to a range of fifty feet, doing 2d8 points fire damage (and very little impact). The blaster is powered by a clip that provides twenty shots before needing reloading; reloading a fresh clip takes only two rounds.
Man-E-Faces sometimes carries two blaster pistols at once, but since he has no training in two-weapon fighting, he is a clumsy shot with them, so he rarely does so.

Appearance: Man-E-Faces ("Manie" to his friends) is rarely seen without his trademark armor, built for him by Man-at-Arms, a mechanical blue, yellow, and orange getup covered with hoses and circuitry, topped with an odd egg-shaped helmet (perhaps the armor's bizarre look was his idea, in order to remind him of the lavish costumes he wore in his acting days). He wears a red domino mask over his eyes (possibly another item to remind him of his career in theater). His robot face is that of a stereotypical robot, with one long optic lens to serve as an eye, and a lit grill for a mouth; his monster face is orc-like, with green skin, a slightly upturned nose, bloodshot red eyes, and a large mouth full of small, sharp teeth.

Tactics: Although he carries a mace, Man-E-Faces's usual responce to melee fighting is to switch to monster form and use his claws. Other times, he uses his blaster to pick off distant and weak targets while his allies deal with stronger foes. His robot form sees little use is combat, though his analyze ability is useful when an ally is injured by a strange spell cast by Skeletor or Evil-Lyn; you never know what evil magic those two are going to try next.
Man-E-Faces doesn't rely on his bardic music much; he rarely even carries a musical instrument anymore. He doesn't bother with his bardic magic much either; his armor would interfere with most of it. However, he still can't lose the actor inside of him; his ability to bluff and fool enemies with his theatrical skills have helped the Masters win the day many times.

History: Man-E-Faces's true name has long been forgotten, and his past has many holes in it. But here is what is known:
Years ago, the man who would be known as Man-E-Faces was the greatest stage actor that Eternia had. Not only was he hailed for being a great actor, he was hailed for being a versitile actor. He could play any role, from the most epic hero, to most foul villain (a sort of of Eternian Lon Chaney Sr.). When he was given a script for a play that he had never even heard of, he could get into his character perfectly within an hour. If he were on stage playing the lead in The Infernal Manfesto (a biographical tragedy about the life of a fallen paladin named Mavayesto who sells his soul to a demon named Skrayt to save the life of princess, only to find himself double-crossed, at which point he attacks Skrayt in a battle where both of them perish), some of the audience would swear that Mavayesto himself, somehow back from the dead, was on the stage, and some would weep at various parts in the play where the actor cried out to his god in anguish, contemplated ending his torment with self-murder, and cursed the foul demon that had tricked him.
Time, and time again, he played to packed houses, his performances always got multiple standing ovations, and he never lost his touch. It seemed to less a question of what characters he COULD play and more about what ones he COULDN'T. Eventually, he was given the nickname, "Man-E-Faces," or "Many Faces," to reflect he versitility.
Then, one day, something happened to him. Just what, no-one knows except him. Whether it was intentional or accidental, whether he was willing or not, none can say. But somehow, Man-E-Face got the ability to truly change his face, to two different ones. And he found that with these two alternate faces came special powers. He was now more deserving of his nickname than ever.
It was a hard decision to make, but Man-E-Faces felt that with these powers, he could do something much more useful than entertain. So, to the dismay of his fans, he announced his retirement from acting, and went to enlist in Eternia's Royal Army.
King Randor immediately saw the potential that Manie's power's had, and offered the former actor a place in his band of elite warriors (later called The Masters); Manie eagerly accepted, and after several weeks of combat training, he gradually started working with them. In addition to his power as a warrior, Manie frequenly acted as Man-at-Arms's assistant, using his robot abilities to aid in the weapon expert's experiments.
After Skeletor and his horde escaped from the Dark Hemisphere, Manie's role against them was relatively minor. However, he recently faced a crisis. After watching the Master for some time, Beast-man got a good idea. He figured that his ability to dominate monsters might perhaps work on Man-E-Faces when he was in his monster form; it was worth a shot.
So, soon after he got this idea, Skeletor sent his henchmen to recover an artifact called the Emerald of Orcus Island (the powers of this evil artifact are not clear, but it apparently was an offensive magic item). The Masters showed up to oppose them, and when Manie assumed his monster form, Beast-Man made the attempt - and it actually worked. For a brief few minutes, he was able to turn Manie against his friends.
Fortunately, He-Man showed up, and was able to get Manie to snap out of it by changing faces (possibly he used a paladin spell to break Beast-Man's power prematurely). With He-Man's help, the Master's won the battle, and retrieved the Emerald before the villains did. However, Manie was thougholy embarrased by his lack of willpower, and left Orcus Island fully intending never to switch to his monster-face again.
Soon after rumors circulated at the palace that there was a monster at the Tar Swamps attacking the trade route. However, the Masters didn't have time to worry about that. Randor assigned them all to take the Emerald to the Sands of Fire, where it could be destroyed - except for Man-E-Faces (after what had happened, Randor felt it was best if he sit this one out). To cheer him up, He-Man appeared at the Palace, and invited Manie to accompany him to the Tar Swamp to investigate the monster rumor.
However, unbeknownst to anyone, the rumor was a ruse, set up by Skeletor. He had hired two mercenary assassins to deal with He-Man, and concocted the ruse to draw him to the swamp, where the assassins were waiting. Also, unbeknownst to the assassins, most of the rest of Skeletor's henchmen (Beast-Man included), who were concerned about job security and had taken a dislike to the two mercenaries, were following them. They planned to let the assassins wear themselves out taking care of He-Man, and then dispose of them and take the credit for themselves (no honor amongst thieves). The fact that Man-E-Faces was there was a delightful bonus for Beast-Man.
In the assassins' initial attack they managed to separate the two Masters. Then, while He-Man played a game of cat and mouse with them through the dangerous swamp (which they had laden with traps), Manie was ambushed by a swamp-monger. He tried desperately to fight off the beast using only his robot abilitie; but eventually he realized that it was either become the monster or become lunch, so he made the right choice.
Meanwhile, He-Man had finally fallen victim to a powerful vine-snare trap set by one of the assassins; however, at that point, the other one attacked him, and they started fighting each other over who would get the bounty. This left them an easy target for Manie, who charged through the brush and kocked them both aside. But before he could try to save He-Man, the rest of Skeletor's henchmen struck. Trap-Jaw and Tri-Clops gleefully blasted the two foolish assassins, knocking them out cold. Then Beast-Man sadistically used his domination ability on Manie again. Man-E-Faces struggled for a minute or two... then he apparently fell victim to it. With a cruel laugh, Beast-Man ordered him to kill He-Man, and Manie bore his claws and attacked He-Man... or so it seemed. When he steped aside, the vine snare was in pieces, He-Man was gone, and a big grin was on Manie's toothy face. Manie had resisted Beast-Man's power, and it appeared that, while Man-E-Faces wasn't too smart in his monster form, his legendary acting abilty had not suffered in the least!
At that point, He-Man lept from the tree above, and kicked the villains into a mud pit - except Beast-Man, who dodged it. He started to run, only toplow right into Man-E-Faces, who lifted the Lord of Beasts over his head and body-slammed him into his allies. The two exauhsted heroes left, deciding to let Skeletor punish them. (Actually, the whole mess worked out in Beast-Man and the other's favor; they were able to pin the blame entirely on the two assassins - but that's another plotline.)
Man-E-Faces regained his confidence; due to the limits of Beast-Man's abilities, he will never be able to dominate the Master again. Manie will likely be a valuable asset to the Masters for years to come.

Classic Man-E-Faces quote:

(Badka, one of the assassins, has just tackled Manie)

Badka: "Hey, you ain't He-Man!"

Man-E-Faces: "And you are not a monster; why are you acting like one?"

(I thought this was funny because, in my opinion, Badka DID qualify as a "monster," and if you saw what he looked like, I think you'll agree.)

Coming up next: who do I think is the MOST unique hero in this series? I wouldn't call him a pain in the neck, but his neck can cause others pain!

You got it, Mekanek, coming up next!

- Brian

[ January 18, 2003, 06:09 AM: Message edited by: bjrc ]

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
jonstryder
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Member # 15558



posted January 17, 2003 10:17 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
Here's a master that I think few people remember. I believe he was called Robo. The old toy and character had a see through upper body where you could see all of his gear and inner workings. His right hand could also be removed and changed for different weapons like a blaster, an ax and something else. I'd like to see that character pop back up.

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"Nothing gives me a warm fuzzy feeling like a mob of armed villagers."

"Never underestimate the power of a Dark Clown!"
www.geocites.com/sean_ropp

From: Aloha, OR, USA | Registered: Apr 2001  |  IP: Logged
bjrc
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Member # 7993



posted January 18, 2003 06:06 AM      Profile for bjrc      Edit/Delete Post
Jonstyder-

The character you are referring to was named "Roboto." He has not yet appeared on the new series; if he ever does, I will gladly create stats for him. However, only characters on the new series are eligible for this thread.

- Brian

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"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Farland
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posted January 19, 2003 06:39 PM      Profile for Farland   Email Farland    Edit/Delete Post
Seriously, I think you are doing a great job. I know I already said this, but praise for hard work always helps-- I know.

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The World of Farland:

A detailed world conquered by evil and ruled by the Lords of Sin

www.farlandcampaign.homestead.com

Free Mass Combat Program

Registered: Dec 2001  |  IP: Logged
Keeper of the Mists
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Member # 41784



posted January 22, 2003 12:29 PM      Profile for Keeper of the Mists      Edit/Delete Post
quote:
Originally posted by bjrc:
Monstrous Humanoids: Eternia is home to many powerful humanoid creatures; while medusa, minotaurs, and harpies have never been seen, many other monstrous humanoids exit. Some are members of powerful races, and others are unique creatures.
As if that were not enough, evil wizards and scientist like Skeletor have used forbidden magic and experiments to create mutations on both humans and animals, in an effort to create strong henchmen.Many subjects die in the process, but there are many successes. It is believed thet this is the way that Beast-Man, Merman, Whiplash, and Clawful were created.

- Brian

Actually, wasn't there an episode when Skeletor and Co. went underground to dig beneath Castle Greyskull and encountered Whiplash's people??? Who, incidentally, hated him and called him a traitor.

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...and the darkness consumes us all...

From: Alabama | Registered: Aug 2001  |  IP: Logged
bjrc
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posted January 22, 2003 02:06 PM      Profile for bjrc      Edit/Delete Post
Yes,I wrote that post before that episode aired. Up until then, I had assumed he was unique. I am grateful that the episode aired, for I now have more history for the character when I do his stats.

Whiplash's race is called the Kalagar; and when I write the stats for him, info will be given for creating kalagar PCs.

And by the way people, I swear that Mekanek's stats will be up by Saturday at the latest.

- Brian

[ January 22, 2003, 02:11 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
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posted January 25, 2003 01:14 PM      Profile for bjrc      Edit/Delete Post
Okay people, time for the next character, a guy who gives new meaning to the term "stiff neck."

MEKENECK

Male Human Rogue 2 / Fighter 13

CR 17; Medium-Sized Humanoid (human); HD 2d6+6 plus 13d10+39; hp 160; Spd 30 ft; AC 25 (touch 14, flat-footed 21); Atk +18/+13/+8 (1d6+2+3+4, +4 Thundering, Throwing, Returning Club); SA/SQ Sneak attack +1d6, evasion, cybernetic neck, headbutt, improved grab, constrict, stiff neck; AL NG; SV Fort +12, Ref +13, Will +6; Str 16, Dex 18, Con 16, Int 14, Wis 15, Cha 14.

Skills: Intuit Direction +23, Listen +23, Read Lips +26, Search +22, Spot +33.

Feats: Cleave, Combat Reflexes, Dodge, Endurance, Expertise, Great Cleave, Improved Critical (Club), Improved Initiative, Improved Unamed Strike, Lighning Reflexes, Power Attack, Sunder, Weapon Specialization (Club).

Cybernetic Neck (Ex): The cybernetic spine and neck from which Mekaneck gets his nom de guerre is truly a miracle of bionics. The extendible machine is composed of a metal alloy that is as strong as adamantine, lighter than aluminumn, and as flexible as rubber (the secret of making this alloy is known only to the inventor of the device, Man-at-Arms. His neck has many uses.
Mekaneck's neck is under his complete mental control; however, it is considered part of his body, so he cannot move it if he is paralyzed. On the other hand, as it is metal rather than flesh, it cannot be harmed by some attacks (he would not be petrified if a c0ckatrice hit it with its beak, for instance).
Mekaneck can extend his neck to a maximum length of four-hundred feet. He can extend it its full length in only a second (a free action) or as slowly as he desires.
His neck is only about six inches thick, and despite being made of incredibly strong metal, it is as flexible as a snake.; Mekaneck has had lots of practice in twisting and turning it, and manuvering it through curved tunnels is no harder for him than walking slowly. He can even use it in a prehensile manner, grasping objects that are at least two feet thick. His neck is considered to have the same Strength as he does if he grasps an object alone; if one or more allies brace his body, add half their Strength scores to his (no more than three allies can help in this fashion).
Mekaneck can also lift an object with his teeth, but such an object must be able to fit in his mouth, weigh no more than five pounds, and it must be feasably possible to be picked up with teeth (a DM should use discretion).
Mekaneck mostly uses his neck for reconnassance, but it has other uses, as described below.
An enemy can try to attack and break Mekaneck's neck, but it is almost impossible, given the miracle alloy that it is made of. One must attack against an AC of 18 (Mekaneck has a Dexterity score of 18, but his neck is considered to have a score of 26), and the device has a break DC of 30, a hardness of 20, and must take 240 points of damage to one two-foot long area before it is broken enough not to work (not to mention the fact that Mekaneck will always withdraw his neck if it is in danger of breaking, in which case it cannot be broken. Attacking his neck provokes an attack of opportunity (assuming Mekaneck can reach the attacker). If it somehow is broken, Mekaneck is paralyzed, and it takes Man-at-Arms a week of uninterrupted work to repair it (Only Man-at-Arms can repair it without fail; anyone else must have a copy of his blueprints for the device, and make a Craft [machines] check at a DC of 30. A failure will kill Mekaneck.)

Headbutt (Ex): By foregoing any other attacks in a round, Mekaneck can shoot his neck forward at full speed to hit an opponent with a high-speed headbutt. His attack bonus is only +6, because it is clumsey, but the range is a full four-hundred feet. If the attack hits, his helmeted head hits the opponent like a sledgehammer, doing 3d8 points of damage. If the victim is Large size or smaller, it must make a Reflex save (DC 20), or be stunned for 1d4 rounds. However, after a successful headbutt, Mekaneck is considered dazed for the next round (see DMG, p. 84). Due to his Improved Unarmed Stike feat, this attack does not provoke an attack of opportunity.

Improved Grab (Ex): To use this ability, Mekaneck must first hit a Medium-sized to Huge opponent with his neck (Atk +10). This atack does no damage, but if he gets a hold, he can try to constrict the opponent.

Constrict (Ex): Mekaneck can constrict opponents with his neck; once he has hold of an opponen, he can squeeze thenm for 2d8 points damage per round, or simply hold them until a stronger aly arrives. Again, his neck has the same Strength score that he does, and the opponent can break the hold by making an opposed Strength check.

Stiff Neck (Ex): Due to the ultra-hard alloy that his neck is made of, Mekaneck is hard to kill by decapitation. No ordinary blade can do so. Only a weapon with the vorpal characteristic can, and even then, such a weapon is not considered vorpal it has the same chance of beheading him as if it were not vorpal.
Unfortunately, if he ever is decapitated, raising him from the dead is harder than usual. A raise dead spell cannot revive a decapitated corpse. Resurrection normally can, but in this case it will not work unless Man-at-Arms first constructs an entirely new cynernetic neck and spine for him, which will take 1d6 months of uniterrupted work. A true resurrection spell, however, works fine.

(Note: The Sorceress of Greyskull can use her Call upon Greyskull's power to cast true resurrection with minimal risk, and would gladly do so in this situation; however, if PCs should ever find themselves in this predicament, a DM should not point that out; let them figure it out.)

Possesions: +4 Thundering, Throwing, Returning Club, Reconassance Helmet. Mekaneck also wears +4 Half Plate built for him by Man-at-Arms which has the same properties as its creator's armor (note that due to its lightness, it enables Mekaneck to use his evasion ability).

Reconassance Helmet: Another invention by Man-at-Arms, this helmet that Mekaneck wears is a great aid in his primary duty. He controls all of its function by means of a small cybernetic chip located in the part of the helmet that touches the base of his skull. First, the helmet contains a binocular-like device, enabling him to see minute details from thirty miles away (quite useful when raising his neck like a periscope). Also, the helmet grants him darkvision to an unlimited range.

Note: Mekaneck's cybernetics, club, armor, and helmet are all technological, not magical devices, and are not affected by things that would impair magic (for instance, they continue to function in an anti-magic field).

Appearance: Meckaneck ("Mek" to his friends) is a tall and muscular figure. He is almost never seen without his armor and helmet, which is red and blue; his red helmet is conical on top, and comes with a pair of silver lenses. The club he uses is metal, yellow colored, and is pretty much as big as it could be without being a greatclub.

Tactics: Mekaneck is best at reconassance, and being the lookout man for the Masters; however, after defeating Count Marzo, he has learned more creative ways to use a power that he once believed was useless. He's a worthy adversary on the battlefield, and those who underestimate him think differently after they've had their clock cleaned by his club. His chosen weapon may be a primitive one, but he is quite good with it.

History: Mekaneck's early history is clouded; only educated guesses can be made.
Apparently, the man who would become Mekaneck was at one point just a footsoldier in King Randor's army. But one day, in a battle against an unknown enemy, he was horribly wounded, and his spine was broken, in several places.
To save the soldier's life, he was turned over to Randor's best surgeon, also his general, Man-at-Arms. Duncan knew there was no chance to repair the man's spine, and he had to work quickly. After a marathon surgery that lasted days, Duncan replaced the soldier's natural spine with a simple prothetic one.
After months of recovery and physical therapy, the soldier was able to function again and return to duty. Eventually however, he saw Man-at-Arms's experiments with cybernetics, and curiosity overcame him. So he made an odd request; could it be possible to replace his simple prothestic spine with a powerful bionic one?
It is not known what reaction Man-at-Arms first had, or what red tape they had to go through, but eventually, he agreed to it. The process must have been long and hard (and likely painful for the soldier), but in the end, he got what he wanted. He took the pseudonym "Mekaneck" (short for "Mechanical Neck") and was soon promoted into Randor's band of elite warriors (later caled The Masters).
Originally, Mekaneck served primarily as reconassance and a lookout man for the group. However, in the first battle between The Masters and Skeletor's horder, he played a vital role. While The Masters were fighting, Skeletor had taken Randor captive and dragged him to a bottomless abyss; He-Man appeared, and confronted the Overlord of Evil. After a length fight, Skeletor knew he would clearly lose, and grabbed Randor, threatening to kill the monarch unless He-Man allowed him to leave. He-Man agreed, and Skeletor began to ride away on Panthor; but as a parting shot, the liar blasted Randor with a lightning bolt, sending him tumbling over the abyss. He-Man dove after Randor; he managed to catch him, and then use his sword to catch hold of the side of the abyss, a few hundred feet down; but he had no idea how they were going to climb up.
They may still be down there if it were not for Mekaneck. After The Master's had beaten Skeletor's henchmen, they came looking for them, and his neck elongation ability allowed him to find them, thus allowing Stratos to fly them to safety.
However, in subsequent battles, Mekaneck started to suffer from low self esteem. He began to believe that his powers were pathetic, and that he was useful for nothing except reconassance.
These feelings were emplified after The Masters won a tremendous victory over Skeletor in which Mek was barely able to contribute to. Prince Adam tried to boost his spirits, reminding him of his role in the first battle with Skeletor, and how he saved He-Man and Randor's life.
But any good that this pep-talk did was completely ruined an hour later by accident. Mek had to see Man-at-Arms to fix a loose circuit in his neck, and while Duncan was doing so, he mentioned an invention he was working on: a device that could see through solid matter at great distances, which would be very useful in reconassance.
Now believing that he was totally worthless, Mek went into the forest to sulk; and was easy prey when a new evil came to Eternia...
Long ago, when even Randor was just a child, Skeletor had a predecesor. There was a previous would-be conquerer of Eternia known as Cout Marzo. Marzo is a sorcerer, but unlike most, he wasn't born with his powers. Rather, he draws them from a magical amulet (he calls it an "amulet," but the piece of jewelry has no chain or any other means of wearing it; perhaps it once had a chain, but it was destroyed in the battle at the Hall of Wisdom, and he had no time to replace it).
Marzo attacked the Hall of Wisdom, alone (unlike Skeletor, who did so with an army), catching the Elders unaware. At that time, the Elder's army was led by Captain Miro, Randor's father (now dead of old age).
Miro's troops apprehended Marzo, but the casualties were immense, and the Elders were understandably angry. They first cursed Marzo, transforming him into a crippled old man; then they banished him to a particularly horrible part of the Dark Hemisphere, the Valley of Gerion. Most assumed he would perish there.
Naturally, his amulet was confiscated, and the Elders secured it away in a method that was so simple it was brilliant. They used their magic to dig a long tunnel in a mountain in the Sands of Fire; the tunnel was only two feet wide, about 370 ft. long, unlit, and was twisted in an incredibly complex and utterly chaotic pattern. They placed the amulet at the end. No creature had a limb long enough and flexible enough to reach it, some inclines were too steep for a small creature to climb through it (or climb though it and ever get out), there was not enough space and light for even the most manuverable flyer to fly though it, and even if you had a long and flexible enough grabbing tool, unless you could see though stone and see in darkness, you could not possibly steer it right.
In short, the only being on Eternia who could reach it was Mekaneck.
Marzo did not prish; he was resourseful. Managing to find some minor divinitation devices, he soon learned that Skeletor had torn down the Mystic Wall, and slowly made his way towards civilized lands. Next, he spent some time trying to locate his amulet, and after a while, he found out where it was. Knowing he could not possibly get it, hestretched his divitation devices to their limits to find someone who could, and discovered Mekaneck just before they burned out.
As Mekaneck sat by a lake sulking and skipping stones, Marzo approached him on a raft. Hearing Mek lament about how his powers were pathetic, Marzo thought quickly, and claimed that he was able to ggrant wishes; and in his state of self-degredation, Mek was willing to believe him. Marzo only asked for him to retrieve the amulet (claiming it belonged to a deceased sister) as payment; thinking it would do no harm, Mekaneck agreed.
At this point, Castle Greyskull warned the Sorceress of Marzo's return, and she quickly summoned Adam to the Castle, where she told him about the sorcerer's history, and warned him to be alert.
Meanwhile, Mek took a Sky Raider to the Sands of Fire and easily recovered the amulet. When he took it back to Marzo, the sorcerer simply gave him an evil backwards glance and walked away into the fog.
Marzo wasted no time. With his powers restored, he first broke the Elder's curse, restoring himself to his true form. Then he used a divinitation spell to learn that the Elders were gone, Miro was dead, and that his son now ruled Eternia. Thus, he decided to attack the Royal Palace to enact his revenge. He summoned to fiece Nightmare Beasts; the horrible creatures appeared to be demons of some sort; not only do they possess lethal claws and teeth, but they can exhale potent vapors that can put prey asleep.
The Sorceress quickly contacted Adam, who transfored into He-Man; he and Battlecat met Marzo about a mile from the Palace. However, they found him to be far deadlier than Skeletor ever was. After a short battle, the sorcerer severely trounced them, knocking them out cold.
Marzo continued on to the Palace, and when The Masters came to confront him, they got the beating of their lives. Then he and his beast lept atop a high statue, and the creatures covered the entire grounds with their vapors; soon the entire army and Palace staff succumbed to them.
Fortunately, Orko was able to escape, and frantically tried to look for He-Man. However, he first met Mekaneck, who was returning. When Orko screamed about "an evil wizard with an amulet" attacking the Palace, Mek quickly realized that he'd been had, and ran towards the Palace. Orko found He-Man several minutes later, and managed to revive him.
When Mek reached the Palace and noticed the vapors, he quickly discovered a way to avoid the dangerous gas; he shot his neck up, keeping it far above it. Marzo noticed him, and ordered the nightmare beasts to attack Mek. At that point, he discovered that the beasts had a weakness: they were not immune to their own vapor!
Marzo got angry. He tried to shoot lightning bolts at Mek, but because the opaque vapor concealed Mek's body, Marzo could not aim them properly!
Then He-Man appeared on another statue, and Marzo started to panic. He cast a spell on his amulet that would cause it to let loose an explosion that would destroy the whole complex. He dared He-Man to come come stop him, knowing full well that he could not, due to the vapors; but then Mek grabbed the amulet in his teeth! He tossed it to He-Man, who threw it into the ocean, where the explosion destroyed nothing but a few coral beds. Separated from the source of his power, Marzo was easily apprehended.
Mekaneck has regained his self-esteen, and likely will continue to be a valueable member of the Masters. As for Marzo, he remains in prison, and his amulet lies on the floor of the Sea of Rakash; whether he will threaten Eternia again remains to be seen.

Classic Mekaneck quote #1:

(Mek has been grabbed by a dragon hatchling and recued by Man-at-Arms)

Mekaneck: "Those dragons are a real pain in the... well, you know."

Classic Mekaneck quote #2:

(He-Man has just taken Marzo into custody)

Mekaneck: "I have a new wish for you Marzo: to see you behind bars!"

He-Man: "Wish granted!"

Coming up next: Two of Skeletor's top muscles. One is a great hand-to-hand combatant, despite the fact that he doesn't have hands. The other proves that haveing a good head on your shoulders isn't always as good as having a good tail on your butt. That's right, Clawful and Whiplash next.

And one more thing; from this point on, material will not neccesarily be limited to the three core rulebooks. Take note of that.

- Brian

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted February 10, 2003 05:59 PM      Profile for bjrc      Edit/Delete Post
Hi everyone. Sorry it took so long to get this character up.

The villain I am about to put into D&D stats is very unpopular among the rest of Skeletors henchmen. You see, whenever he finds candy, or rare fruit, or baked goods, or other sweets, even when he has too much of it for him to possably eat it all himself, he never shares it with them.

Why? Because, he's too "shellfish"!

Seriously, here is Skeletor's best hand-to-hand fighter, despite the fact that he lacks hands...

[B]CLAWFUL[B]

Male Figher 6 / Barbarian 8 (Race Unknown)

CR 16; Medium-Sized Monstrous Humanoid (aquatic); HD 6d10+18 plus 8d12+36; hp 150; Init +7; Spd 40 ft, Swim 60 ft; AC 18 (touch 13, flat-footed 150); Atk +16/+11/+6 (1d12+8, right claw), +16/+11/+6 (1d8+6, left claw); SA/SQ Rage 3/day, uncanny dodge (can't be flanked), aquatic, natural armor, tensile strength, limb regeneration; darkvision to 60 ft; AL NE; SV Fort +12, Ref +7, Will +4; Str 19, Dex 16, Con 17, Int 8, Wis 10, Cha 14.

Skills: Climb +16, Intimidate +14, Intuit Direction +12, Jump +20, Listen +12.

Feats: Ambidexterity, Death Blow*, Improved Initiative, Improved Sunder*, Improved Unarmed Strike, Power Attack, Sunder, Two Weapon Fighting.

* From "Sword and Fist"

Aquatic (Ex): Clawful can breathe both air and water indefinately.

Natural Armor (Ex): Clawful's crustacean exoskeleton gives him a natural AC of 5 (unfortunately for him, its shape and inflexibility make designing any other armor for him virtually impossible for even the greatest of armorsmiths).

Tensile Strength (Ex): Clawful's primary weapons are the two lobster-like pincers that serve as his hands; his right pincer (his primary hand) is much larger than a human hand and is considered a medium-size weapon. His left pincer is only slightly bigger than a human hand, and is considered a small weapon. Although his Strength is considered 19 for most purposes, the crushing power of his pincers is stronger - his right pincer is consider to have a tensile Strength of 26, and his left a Strength of 22. Because of this, his ordinary Strength of 19 is used for lifting, carrying, making Skill checks that depend on Strength, and attack rolls, and his tensile Strength is used for damge rolls and breaking objects. Also note that if he rises in level and he choses to increase his Strength, he may only increase his normal Strength.
Of course, having Pincers instead of hands is a handicap for Clawful. He cannot use most simple tools, wear magic rings (and must have others help him put on other magical gear), or even pick up small objects by himself.
He has another handicap that is not widely known (in fact, only he and Skeletor currently know it): while the muscles he uses to close his claws are superhumanly strong, the muscles he uses to open them are so weak that a typical five-year-old child could hold them closed with ease (if not for the fact that his arms would pull them away). Thus, if someone were to tie them shut, he'd be practically helpless.
An enemy who knows of this weakness could try it in the heat of battle, but unless Clawful is first rendered unconcious or otherwise helpless, it is very difficult. The attacker must first grapple, and then pin Clawful, and have whatever ropes or chains he intends to use actually in his hand when he does it. The attacker must then make two successful Use Rope checks while maintaining the pin, with a DC of 25 for the right claw or 22 for the left; the attacker must announce which claw he is targeting first (note: if the attacker is a Justicar [described in Dragon 290], he may use his Hog-Tie or improved Hog-Tie ability instead of a Use Rope check). However, if the attacker does not get multiple attacks, Clawful gets a +5 bonus to break the pin.
If the first check is successful, the attacker has bound the claw, and may attempt to bind the other one with the second check. If he fails, he may keep trying for as long as he may hold the pin. Note however, that whether the first check succeeds or fails, Clawful will definately realize what his foe is trying to do, and will do anything in his power to break the pin (entering rage if possible). Note that if he breaks the pin with only one claw bound, it is usually very easy for him to break the bond with his freee claw.
Should an opponent manage to bind both claws, Clawful is practically helpless (unless he can chew through the binds, but his teeth are no stronger than a human's) and will usually try to escape to find an ally (preferably Skeletor; he does not want to reveal his weakness to the rest of his allies).

Limb Regeneration (Ex): Clawful has no real regeneration ability, but like the shellfish he resembles, he can regrow limbs. If an arm or leg is severed or irreparably broken, he uses a natural ability to shed what's left of it, and the blood vessels seal around the stump to prevent bool loss. The new limb regrows in in about three weeks, and a new exoskeleton forms around it in another two. (Note: Clawful is an average fighter with one arm, but if he loses a leg, he is out of commission for five weeks. Although Tri-Clops could build him a prostetic one, such a device would interferre with the regeneration.)

Possessions: Clawful rarely carries anything (nor could he), but he once did carry a device that he used to summon a group of underwater vehicles that he activated by snapping his claws.
Clawful also owns a robot, built for him by Tri-Clops. Possessing a small amount of AI and designed to follow verbal commands, this robots aids Clawful in tasks that he cannot accomplish due to his lack of hands, such as eating and reading books. However, it is very fragile and would be expensive to replace, so he never removes it from Snake Mountain.

Appearance: Clawful is a hulking, intimidating figure. An odd cross between man and lobster, he stands almost seven feet tall, and four feet broad at the shoulders. He is covered by a red (not brown like a live lobster) exoskeleton that is hard as stone, and his two pincers seem to have been designed solely for ripping things apart. His head looks more lizard-like than lobster-like, and is covered with odd horns. His Only article of clothing is a blue set of trunks; not much else would fit on him.

Tactics: Clawful would likely not win any intelligence awards, but he is a smart fighter; of course, "smart fighter" and "fair fighter" are two entirely different things.
Foes who fight Clawful for the first time tend to make the mistake that acreature his size would be slow and clumsey - this is often a fatal mistake. He is quite fast and agile for a fighter his size. In a battle he tends to stand toe-to-toe with other melee fighters - useing ranged attacks (even throwing things) is not his style.
Clawful seems to have a sadistic sense of humor, and loves to taunt and mock his adversaries with jokes and insults in mid fight (his jokes are bad ones, not at all as clever as He-Man's). A clever fighter ignores him.
Despite being a barbarian, Clawful knows the importance of having a cool head in battle, and only uses his rage abilty when very angry or ver hurt.
Skeletor sometimes teams Clawful up with Merman for underwater reconassance; unfortunately for Merman, Clawful drives him crazy, and Merman would probably have made Clawful into shellfish stew long ago, if not for the fact that Skeletor has vaporized henchmen for less than that.

History: Clawful's past is shourded in mystery. His race (if he even has one) is unknown; it is possible that he is a unique being, possibly created by Skeletor in some dark experiment, for the purpose of creating a warrior.
In any case, Clawful was one of Keldor's top leutenants when the blackguard attacked the Tower of Wisdom in a failed attempt at conquering it; and when Keldor was banished to the Dark Hemisphere, Clawful was banished with him. And years later, when Keldor, now called Skeletor, returned, most of his banished henchmen were in tow, Clawful among them.
Thusfar, Clawful has been content to follow Skeletor in his continueing plans of conquest; if he has any ideas of his own, he has not yet shared them. But it may be only a matter of time.

Classic Clawful quote:

(Evil-Lyn is telling Skeletor about the reformation of the Corodite Crystal)

Evil-Lyn: "More than a tidbit: It's sharp, it's shiny, and it's perhaps the most powerful element in the universe!"

Clawful: "Um... Give us another clue... What's it rhyme with?"

Coming up next: Whiplash!

- Brian

[ February 11, 2003, 10:54 AM: Message edited by: bjrc ]

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
DFloyd
Member
Member # 21429



posted February 11, 2003 10:35 AM      Profile for DFloyd      Edit/Delete Post
In the new series, Clawful is apparently dumber than a box of hammers; I would've given him an Int of 7 or less.

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All people are created stupid, but some are more stupid than others.

>My D&D Dungeon< hosts a slew of original and converted material, including the d20 Modern Net.Book of Fictional Characters.

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