Heroic Warriors of Eternia
- Prince Adam
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NG Half-Eternian
Warrior 2 / Aristocrat 6
- He-Man, The Most Powerful Man in the Universe
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NG Half-Eternian
Barbarian 11 / Legacy Champion 6
- Battle Harness
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+5 Coridite Breastplate of Heavy Fortification
+6 Enhancement bonus to Str and Con
No armor check penalty or maximum dex.
- Legacy Item: Sword of Power
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+5 Merciful Holy Photanium Greatsword of Ray Deflection
3/day — remove fatigue
1/day — break enchantment (CL 20)
- Cringer
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NG Awakened Tiger
Large magical beast (augmented animal) HD 8d8
Double Flaw: Scaredy-cat (Always considered Unnerved)
- Battle-Cat, fierce armored tiger
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NG Awakened Dire Tiger
Large magical beast (augmented animal) HD 18d8
Powerful Build
Immune to fear effects
- King Randor of Eternia
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LG Eternian
Fighter 2 / Knight 2 / Aristocrat 7
- Queen Marlena of Eternia
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LG Earthling (extraplanar)
Expert 3 / Field Scientist* 1 / Dogfighter* 3 / Aristocrat 3
- Orko, Court Magician
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CG Trollan (extraplanar)
Wizard 5 / Wild Mage 6
- New feat: Fierce Wild Magic
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Requirements: Arcane Caster Level 6, Wild Magic Class feature
Benefits: You must reduce your caster level by an addtional 3 for all spells you casts from now on. This reduction is cumulative with the reduction from Wild Magic, for a total caster level reduction of 6. However, every time you cast a spell, add 2d6 to your adjusted caster level, instead of 1d6.
In addition, you gain Random Deflection 1/day (as the wild mage class feature). If you already have this ability, you gain an additional daily use.
- The Sorceress, Guardian of Castle Grayskull
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NG Half-Celestial Eternian
Medium immortal (augmented humanoid, good, native)
Ardent 10 / Guardian of Grayskull 7
Mantles: Communication, Good, Knowledge, Magic
- Duncan, Man-at-Arms
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NG Eternian
Knight 3 / Engineer* 9 / Battlesmith 4
- Teela, Captain of the Royal Guard
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LG Eternian, Celestial bloodline (major)
Swordsage 10 / Bloodline 3
Teela’s mom is the Sorceress (SPOILERS), so she has strong Celestial bloodline traits.
- Ram Man, Living Battering Ram
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LG Eternian
Fighter 10 / Dreadnought* 3
- HD 10d10 + 3d12 + 117 (198 hp)
- AC 29 (+3 Deflection, +13 Heavy plate +4, +1 Defense, +2 Heavy armor optimization), ACP 3
- Attack: +22 Ram helm (1d10+10 ×2)
- Str 18 (24), Dex 10, Con 23 (27), Int 10, Wis 8, Cha 10
- BAB +12 / Grapple +19
- Saves: Fort +19, Ref +7, Will +6; (Base 8/4/4)
- Feats:
- 1
- Power attack
- F1
- Improved bull rush
- F2
- (Dungeon crasher class variant)
- 3
- Improved sunder
- F4
- Leap attack
- 6
- Endurance
- F6
- (Dungeon crasher class variant)
- F8
- Combat brute
- 9
- Improved toughness
- F10
- Shock trooper
- 12
- Heavy armor optimization
- D3
- Greater heavy armor optimization
- Skills: Balance +3 (6), Intimidate +6 (6), Jump +25 (16), Extreme leap (trick), Up the hill (trick)
- Dungeon crasher (DS): Trap smasher +4, Object breaker +10, Wall crush 8d6+21
- SQ: DR 3/—, Fearless, Stability, Unhindered +2, Fortification
- SA: Strength surge +8 1/day, Steamroller
- Items:
- Ram helm +3
- Ring of deflection +3
- Vest of resistance +3
- Amulet of health +4
- Belt of giant strength +6
- Photanium heavy plate of fortification +4
- Boots of striding and springing
- Stratos, Winged Warrior
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LG Avionian
Medium humanoid (avian)
Rogue 4 / Swashbuckler 2 / Stormtalon 6
Wilderness Rogue variant
- Mekaneck, Human Periscope
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NG Bionic Eternian
Medium construct (augmented humanoid, living)
Scout 4 / Ranger 2 / Highland Stalker 5
- Spinal Graft
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Extend neck (Tech): Mekaneck’s artificial spine allows him to extend his neck 60 feet in any direction.
Light fortification (Ex): Mekaneck has a 25% chance to ignore precision damage (sneak attack or critical hits) due to his metallic central nervous system.
Spell resistance (Ex): Mekaneck’s bionic spine and brain stem are made of Eternal bronze, and grant SR 14 against mind-affecting magic only.
Mekaneck’s neck, when extended, has hardness 8 and 125 hitpoints.
- Optical Visor
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Ultravision (Tech): Mekaneck gains superior low-light vision (4× human sight range in dim light) and darkvision out to 120 feet. (Relative to his head, which may be a long distance from his body!)
Far sight (Tech): Mekaneck suffers a 1 spot penalty for every 40 feet of distance, instead of every 10.
Blindness: If his optical visor is disabled, Mekaneck is blinded.
- Fisto, Hand-to-Hand Fighter
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CG Eternian
Soulfist 12
- Lizard Man
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NG Asabi
Medium monster (reptilian) HD 3d10
Copper Dragon Shaman 9
- Moss Man, Master of Camouflage
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NG Woodling Eternian
Medium plant (augmented humanoid)
Ranger 4 / Fist of the Forest 3 / Forest Reeve 5
- Roboto, Mechanical Warrior
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LG Synthetic Eternian robot
Medium construct (mechanical) HD 1d10
Factotum 12
- Clamp Champ, Master of Capture
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LG Eternian
Ranger 6 / Exotic Weapon Master 3 / Justiciar 4
- Ranger variants: Urban ranger, Exotic weapon combat style
- Combat style: Exotic weapon proficiency
- Improved combat style: Weapon focus (If the ranger has already selected weapon focus with his weapon of choice, he instead gains Weapon specialization.)
- Combat style mastery: Greater weapon focus
- Buzz-Off, Spy in the Sky
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LG Andreenid
Medium monster HD 4d10
Totemist 9
- Man-E-Faces, Human… Robot… Monster
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LG Eternian
Bard 5 / Master of Masks 5
- Sy-Klone, Fist-flinging Tornado
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LG Gar, Air Elemental bloodline (intermediate)
Crane Samurai 2 / Air Domain Wizard 5 / Bloodline 1 / Swiftblade 3
- Extendar, Master of Extension
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LG Bionic Etherian
Medium construct (augmented humanoid, living)
Knight 6 / Blackguard 2 / Lance of Righteousness 2 / Shining Lance 2
- Rio Blast, Transforming Gunslinger
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NG Bionic Earthling (extraplanar)
Ranger 2 / Fighter 1 / Gunslinger* 10
- Melaktha, Royal Archaeologist
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NG Eternian
Expert 6 / Extreme Explorer 2 / Temple Raider 2
- King Miro, father of Randor
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NG Eternian
Aristocrat 5 / Horizon Walker 5
- Kol Darr, Old Friend of He-Man’s
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LG Eternian
Soulborn 7 / Knight of the Flying Hunt 5
- Shadow Master
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NG Awakened Effigy Advanced Pegasus
Large construct (mechanical) HD 7d10
Shadowdancer 2
- Rotar
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I reimagine Rotar and Twistoid, instead of weird spinning amputees, as huge spinning piloted mecha.
LG Eternian
Knight 3 / Mecha Jockey* 8
Gyrattacker: Huge Energy Zoid
- Coridite Superstructure
- Bonus hit points: 250
- Hardness: 15
- Bonus to defense: +19 (+8 equipment, +8 shield, +5 deflection, −2 size)
- Reach: 10 ft.
- Strength bonus: +16
- Reactive Armor
- +8 equipment bonus to defense
- −5 armor check penalty
- Helmet: Crackerjack Neural Link
- Visor: Class V Sensor System
- Torso: Small Cockpit
- Back: Nanorepair Unit
- Shoulders: Life Support System
- Left arm: Barricade Tactical Shield
- +8 shield bonus to defense
- Resist fire 10
- Left hand: Deflection Field Mark V
- +5 deflection bonus to defense
- Right arm & hand: M-300 Rhino Mass Cannon
- 8d12 ballistic damage
- 100 ft. range increment
- Left & right hands (held): RP-91 Reaper Laser Scythe
- +1 enhancement bonus to attack
- 6d10 + 1½ Str slashing/fire damage 20×4
- Belt: Structural Enhancement
- +50 hit points
- Boots: N/A
- Gyro-inductor locomotion
- Grants Whirlwind Attack feat
- Speed: 40 ft.
- Coridite Superstructure