D&D Fight Club10/13/2001


Yoshi Hokoro Ogre Mage Barbarian/Fighter/Master Samurai



In the far eastern lands, duty and honor are valued above many other things, and service to a powerful warlord is a very prestigious occupation. Ogre magi in Yoshi Hokoro's realm frequently served as advisers to warlords and kings, but Yoshi desired to serve in the army, leading ogres and trained samurai against the forces of goodness. He advanced quickly to become the master samurai, the most trusted warrior, and the leader of his warlord's troops.

He is cruel and overbearing, and manipulates those beneath him to achieve his ends. He favors military activities that raze the land of his foes or cut off their supplies, and he is adept at putting opposing armies at a disadvantage. He uses his polymorph and charm abilities to gain intelligence about potential foes. Depending on your campaign needs, Yoshi can either be in service to his warlord and figure as a military villain, or he could be a ronin, wandering without a master. Perhaps his master was killed or overthrown and he barely escaped with his life. Whichever of these backgrounds you choose, you then must decide his motivations.

In combat, Yoshi takes the direct approach. He is a powerful fighter at any of his three incarnations, and wades into the thick of combat with his greatsword flashing. He uses a greatsword rather than a katana because of his size, but gains all the class benefits associated with katana use with his greatsword. When in command of troops, he uses them to soften up a foe (usually with arrow fire), then personally leads them into battle. He commands great respect -- or fear -- from his troops because of his ferocity, size, and willingness to engage the foe himself rather than use the troops as disposable fighters.

Here we offer three versions of Yoshi for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Remember in the third version to develop his cohort and followers. Master Samurai should have troops.

5th-level Ogre Mage/1st-level Barbarian/1st level Fighter 5th-level Ogre Mage/1st-level Barbarian/4th-level Fighter/1st-level Master Samurai 5th-level Ogre Mage/1st-level Barbarian/4th-level Fighter/4th-level Master Samurai
Challenge Rating: 10 Challenge Rating: 14 Challenge Rating: 17
Hit Dice: 5d8 + 1d12 +1d10 + 21 Hit Dice: 5d8 + 1d12 + 4d10 + 1d12 + 33 Hit Dice: 5d8 + 1d12 + 4d10 + 4d12 + 56
Hit Points: 57 Hit Points: 95 Hit Points: 140
Initiative Modifier: +4 Initiative Modifier: +4 Initiative Modifier: +5
Speed: 40 ft., fly 40 ft. (good) Speed: 40 ft., fly 40 ft. (good) Speed: 40 ft., fly 40 ft. (good)
Armor Class: 19 (touch 9, flat-footed 19) Armor Class: 20 (touch 9, flat-footed 20) Armor Class: 22 (touch 10, flat-footed 21)

Attacks:

  • +1 Huge greatsword +11 melee (2d8+8 [crit 19-20])

OR

  • Masterwork mighty (+5 Str bonus) Huge longbow +5 ranged (2d6+5 [crit x3])

Attacks:

  • +2 Huge greatsword +17/+12 melee (2d8+11 [crit 19-20])

OR

  • +1 mighty (+5 Str bonus) composite longbow with +1 arrow +10/+5 ranged (2d6+7 [crit x3])

Attacks:

  • +3 Huge greatsword +21/+16/+11 melee (2d8+15 [crit 19-20])

OR

  • +1 mighty (+6 Str bonus) composite longbow with +1 arrow +14/+9/+4 ranged (2d6+8 [crit x3])
Face/Reach: 5 ft. x 5 ft./10 ft. Face/Reach: 5 ft. x 5 ft./10 ft. Face/Reach: 5 ft. x 5 ft./10 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell-like Abilities -- cast as 9th-level sorcerer (save DC 13 + spell level). At will: darkness, invisibility; 1/day: charm person, cone of cold, gaseous form, polymorph self, sleep.
  • Flight (Su) -- Can cease or resume flight as a free action.
  • Regeneration 2 -- takes normal damage from acid and fire. Can reattach limbs (takes one minute), but cannot regrow lost body parts.
  • Spell Resistance 18
  • Barbarian Rage 1/day -- +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, lasts 8 rounds (changed statistics: Str 25, Con 21, hp 71, AC 17 [touch 7, flat-footed 17], Atk +1 Huge greatsword +13 melee (2d8+11 [crit 19-20]), Fort +14, Will +6, Concentration +8)
  • Fast movement (included above)

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell-like Abilities -- cast as 9th-level sorcerer (save DC 13 + spell level). At will : darkness, invisibility; 1/day: charm person, cone of cold, gaseous form, polymorph self, sleep.
  • Flight (Su) -- Can cease or resume flight as a free action.
  • Regeneration 2 -- takes normal damage from acid and fire. Can reattach limbs (takes one minute), but cannot regrow lost body parts.
  • Spell Resistance 18
  • Barbarian Rage 1/day -- +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, lasts 8 rounds (changed statistics: Str 26, Con 21, hp 117, AC 18 [touch 7, flat-footed 18], Atk +1 Huge greatsword +19/+14 melee (2d8+14 [crit 19-20]), Fort +16, Will +9, Concentration +8, Jump +10)
  • Fast movement (included above)
  • Tumble bonus: +2 competence bonus to Tumble checks

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell-like Abilities -- cast as 9th-level sorcerer (save DC 13 + spell level). At will : darkness, invisibility; 1/day: charm person, cone of cold, gaseous form, polymorph self, sleep.
  • Flight (Su) -- Can cease or resume flight as a free action.
  • Regeneration 2 -- takes normal damage from acid and fire. Can reattach limbs (takes one minute), but cannot regrow lost body parts.
  • Spell Resistance 18
  • Barbarian Rage 1/day -- +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, lasts 9 rounds (changed statistics: Str 26, Con 22, hp 168, AC 20 [touch 8, flat-footed 19], Atk +1 Huge greatsword +23/+18/+13 melee (2d8+19 [crit 19-20]), Fort +19, Will +12, Concentration +9, Jump +10)
  • Fast movement (included above)
  • Tumble bonus: +2 competence bonus to Tumble checks
  • Supreme Cleave: Can take a 5-ft. step before making a Cleave or Great Cleave attack
  • Blades of Fury: When he delays his attack until after he is attacked, he can take advantage of the opening and add +2 to attack and damage
  • Blades of Death: When using greatsword two-handed, can add double strength bonus to damage (included above)
  • Supreme Mobility: Gains +6 dodge bonus to AC against attacks of opportunity provoked by moving into or out of a threatened area

Saving Throws:

Fortitude +12

Reflex +2

Will +4

Saving Throws:

Fortitude +14

Reflex +5

Will +7

Saving Throws:

Fortitude +17

Reflex +9

Will +10

Strength: 21 Strength: 22 Strength: 22
Dexterity: 10 Dexterity: 10 Dexterity: 12
Constitution: 17 Constitution: 17 Constitution: 18
Intelligence: 14 Intelligence: 14 Intelligence: 14
Wisdom: 14 Wisdom: 14 Wisdom: 14
Charisma: 17 Charisma: 17 Charisma: 17
Skills : Concentration +6, Hide –5, Intimidate +7, Knowledge (nobility and royalty) +4, Listen +5, Ride (horse) +2, Spellcraft +4, Spot +5 Skills : Concentration +6, Hide –5, Intimidate +9, Jump +8, Knowledge (nobility and royalty) +6, Listen +5, Ride (horse) +9, Spellcraft +4, Spot +5, Tumble +1 Skills : Concentration +7, Hide -4, Intimidate +11, Jump +8, Knowledge (code of martial combat) +5, Knowledge (nobility and royalty) +6, Listen +5, Ride (horse) +13, Spellcraft +4, Spot +5, Tumble +6
Feats : Improved Initiative, Power Attack, Weapon Focus (greatsword) Feats : Cleave, Great Cleave, Improved Initiative, Mounted Archery, Mounted Combat, Power Attack, Weapon Focus (greatsword) Feats : Cleave, Great Cleave, Improved Initiative, Leadership, Mounted Archery, Mounted Combat, Power Attack, Weapon Focus (greatsword)
Alignment: Lawful Evil Alignment: Lawful Evil Alignment: Lawful Evil
Languages: Giant, Common Languages: Giant, Common Languages: Giant, Common
Equipment: The bonuses for these items are included in the statistics above. +1 chain shirt, +1 greatsword, masterwork mighty composite longbow (+5 Str bonus), cloak of resistance +1, five potions of cat's grace, four potions of cure light wounds Equipment: The bonuses for these items are included in the statistics above. +2 chain shirt, +2 greatsword, +1 mighty (+5 Str bonus) composite longbow, fifty +1 arrows,cloak of resistance +1, six potions of cat's grace, five potions of cure light wounds Equipment: The bonuses for these items are included in the statistics above. +3 chain shirt, +3 greatsword, +1 mighty (+6 Str bonus) composite longbow, fifty +1 arrows,cloak of resistance +2, gloves of dexterity +2, Keoghtom's Ointment, three potions of cure light wounds

At 14th character level, Yoshi can have one 12th-level cohort, thirty 1st-level followers, three 2nd-level followers, one third-level follower, and one 4th-level follower. You might check the past Fight Club columns for an appropriate cohort if you don't have one in mind that fits your campaign.


About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.

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