Persona 3

 

Minato (Main Character)

Male Human Swashbuckler 6    N    Medium        Speed: 30ft    HP: 50

Str: 10 (0)
Dex: 20 (+5)
Con: 14 (+2)
Int: 20 (+5)
Wis: 10 (0)
Cha: 10 (0)

Fort: 7
Ref: 8
Will: 2

AC: 10+5+0+5+0+0+0+2 = 22

Initiative: +9

BAB: +6/+1

Attacks: Rapier +13 (1d6+6, 18-20/x2, +4 to confirm)
Full Attack: Rapier +13/+8

Special: Dodge Bonus +1, Weapon Finesse, Insightful Strike, Grace +1

Feats: Improved Initiative, Weapon focus (Rapier), Power Critical, Dodge

Skills: Tumble +14, Jump +9, Profession (student) +9, Balance +14, Bluff +9, Diplomacy +9, Escape Artist +14, Sense Motive +9, Craft (Persona) +14

Notes: Of course, Minato is capable of using multiple weapons and magical abilities, but I focused on the rapier for this particular build. Statting the abilities of Personas is rather painful, especially at a low level, so these characters will be created under the impression that they focus on their physical abilities and some spellcasting.

Junpei Iori

Male Human Fighter 6    CG    Medium        Speed: 20ft        HP: 70

Str: 20 (+5)
Dex: 12 (+1)
Con: 20 (+5)
Int: 10 (0)
Wis: 10 (0)
Cha: 12 (+1)

Fort: 10
Ref: 3
Will: 2

AC: 10+9+0+1+0+0+0+0 = 20 (23)

Initiative: +1

BAB: +6/+1

Attacks: Greatsword +13 (2d6+10, 19-20 x2)
Charge: +15(17 optional) (2d6+2d6+10), Leaping Full Power Attack +11 (2d6+2d6+28)
Full Attack: Great sword +13/+8

Feats: Weapon Focus, Weapon Specialization, Power Attack, Cleave, Powerful Charge, Reckless Charge, Leap Attack, Greater Powerful Charge

Skills: Jump +14 (+8 ACP), Handle Animal +10, Climb +14 (+8 ACP)

Notes: For being so low-leveled, Junpei can hit like a truck. Much like in the game, however, he sacrifices his accuracy for the sake of this.

 

Akihiko Sanada

Male Human Monk 1/Warmage 3/Enlightened Fist 2    NG    Speed: 40ft   HP: 32

Str: 18 (+4)
Dex: 14 (+2)
Con: 10 (0)
Int: 10 (0)
Wis: 14 (+2)
Cha: 18 (+4)

Fort: 2
Ref: 7
Will: 9

AC: 10+5+0+2+0+0+0+2 = 19

Initiative: +6

BAB: +2

Attacks: Fist +6 (1d6+4(+1d6 elec))
Full Attack: Flurry of Blows +4/+4

Special: Stunning Fist, Flurry of Blows, Armoured Mage (light), Warmage Edge, Advanced Learning (1st), Ki Strike (magic), Electro Fist

Skills: Tumble +11, Knowledge (arcane) +5, Spell craft +9, Concentration +5, Bluff +12

Feats: Combat Casting, Improved Counterspell, Improved Initiative, Reactive Counterspell

0th: 6/day
1st: 6/day

Notes: This guy did not work out well at this level. Considering that he had a fair amount of magic, I attempted an Enlightened Fist build for him, but he lacks the spellcasting ability and the attacking capability to take advantage of this. A similar build would probably work out at a higher level, though.

Aigis

Female Construct            LG    Speed: 30ft    HD: 6        HP: 53 (65)

Str: 12 (+1)
Dex: 20 (+5)
Con: –
Int: 20 (+5)
Wis: 10 (0)
Cha: 12 (+1)

Fort: 5
Ref: 10
Will: 2

AC: 10+0+0+4+8+0+0+0 = 22 (25)
Fast Healing 1

Initiative: +5

BAB: +4

Attacks: Aigis Guns +10(12) (6d2(+1), crit x4, RI 60ft)
Full Attack: Rapid Shot +8/+8(10/10)
Coordinated Rapid Shot +12/+12 (6d2+2)

Special: Immune to Mind-Affecting, Construct Traits

Skills: Tumble +14, Balance +14, Jump +10, Craft (self) +14, Escape Artist +14, Concentration +9

Feats: Point Blank Shot, Rapid Shot, Coordinated Archery

Notes: Being a robot, I decided to just stat Aigis as an intelligent construct rather than a character. Her machine guns hitting for 6d2 are a sensible statistic, at least in my opinion, but of course you’re free to change it. I gave her Coordinated Archery with Yukari, which proved surprisingly effective when I fielded her. One point of concern, though, is that the range of her weapons tends to mean that she doesn’t even need to be close to the enemy to fight at her fullest. Lower the increment to 20 feet or so if you think she belongs closer to the front lines.

 

 

Yukari Takeba

 

Female Human Cleric 6        Deity: Ehlonna    NG    Speed: 30ft    HP: 32

Str: 10 (0)
Dex: 20 (+5)
Con: 10 (0)
Int: 14 (+2)
Wis: 20 (+5)
Cha: 10 (0)

Fort: 5
Ref: 7
Will: 10

AC: 10+5+0+4+0+0+0+0 = 19 (22)

Initiative: +5

BAB: +4

Attacks: Longbow +10(11) (1d8(+1), x3)
Full Attack: Rapid Shot +8/+8(9/9)
Coordinated Rapid Shot +11/+11 (1d8+2)

Special: Greater Turning, +1 CL for Good spells, Turn Undead

Skills: Concentration +9, Heal +14, Profession (student) +14, Tumble +9, spellcraft +11

Feats: Coordinated Archery, Point Blank Shot, Rapid Shot, Augment Healing (+2 per spell level)

0th: 5/day Light, Cure Minor Wounds x4
1st: 4/day (Endure elements) Shield of Faith +3 x4
2nd: 4/day (Aid) Sound Burst, Cure Moderate Wounds x2, Death Knell
3rd: 3/day (Searing Light) Prayer, Cure Serious Wounds x2

Domains: Good, Sun

Notes: What else but a bow cleric for Yukari? This build is pretty accurate to her uses in-game, minus the lack of wind magic, and teaming up with Aigis for ranged attacks can make her pretty deadly for a healer.

 

 

Mitsuru Kirijo

Female Human Swashbuckler 6/Monk 1    LG    Speed: 30ft    HP: 45

Str: 10 (0)
Dex: 20 (+5)
Con: 10 (0)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 10 (0)

Fort: 9
Ref: 10
Will: 4

AC: 10+1+0+5+0+0+0+2(4) = 18(20)

Initiative: +9

BAB: +6/+1

Attacks: Rapier +13 (1d6+6, 18-20/x2, +4 to confirm)
Full Attack: Rapier +13/+8
Flurry: +11/+11/+6/

Special: Dodge Bonus +1, Weapon Finesse, Insightful Strike, Grace +1, Flurry of Blows, Stunning Fist

Feats: Improved Initiative, Weapon focus (Rapier), Power Critical, Dodge

Skills: Tumble +14, Jump +9, Profession (student) +9, Balance +14, Bluff +9, Diplomacy +9, Escape Artist +14, Sense Motive +9, Craft (Persona) +14

Equipment: Stat Stuff, +1 Chain Shirt, Bracers of Armour +1, Anklet of Translocation (10ft teleport, 2/day, Swift)

Notes: Yes, no magic at all, and yes, she’s a bit of a Minato clone, but Mitsuru in my mind is all about the swift kicking of ass. The extra level compared to the others indicates the fact that she’s damn strong when you get her. I’d be happy to recieve a more magic-oriented Mitsuru build, but I was afraid that she would turn into another Akihiko.

Leave a comment

Tales of Vesperia

Baccus and Adecor

Male human knight 10, Medium, HP: 99, LN
Str: 18
Dex: 14
Con: 16
Int: 10
Wis: 8
Cha: 16
BAB: +10/+5
Attacks: +1 Knight’s Sword +15 (1d8+5+1d8 vs. chaotic)
Full Attack : Knight’s Sword +15/+10
AC: 10+8+3+0+0+0+0+0= 21
Special: Knight’s Challenge 8/day (Fighting Challenge +2 (8 rounds), Test of Mettle DC 18, Call to Battle), Knight’s Code, Mounted Combat, Shield Block +1, Bulwark of Defence, Armour Mastery (heavy), Bonus Feat (Diehard), Vigilant Defender +10,  Shield Ally
Feats: Endurance, Dodge, Mobility, Improved Trip, Elusive Target
Saves: Fort +6, Ref +5, Will +6

Elusive Target
You may use the following 3 tactical maneuvers:
Negate Power Attack – If the opponent that you have chosen to use your Dodge against uses Power Attack
on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage.
Diverting Defense – If you are flanked and have chosen one of the flankers as your Dodge opponent, that
opponent’s first attack on you each round actually target’s the other flanker, who is considered Flat-
Footed. Any additional attacks that round are treated normally.
Cause Overreach – If you provoke an Attack of Opportunity by moving out of a threatened hex and your
opponent misses, you receive an automatic Trip attempt against the foe. If the Trip attempt misses, your
opponent does not get an attempt to trip you.

Male human fighter 10, Small, HP: 97, LN, Move: 15ft
Str: 18
Dex: 16
Con: 16
Int: 14
Wis: 8
Cha: 10
BAB: +10/+5
Attacks: +1 Knight’s Spear +18 (1d6+9+1d8 vs. chaotic)
Full Attack: Knight’s Spear +18/+13
AC: 10+6+0+3+1+0+0+0= 20
Feats: Weapon Focus, Weapon Specialization, Greater Weapon Focus (longspear), Power Attack, Long Strike, Combat Reflexes, Hold the Line, Pike Hedge, Improved Combat Reflexes, Shorten Grip, Battle Hardened
Saves: Fort +10, Ref +6, Will +2

Notes: I gave these two abridged stat blocks since there really wasn’t much to them character-wise, and I doubt they’d be used for a particularly important battle. Even so, they came out considerably tough for 10th level.

Flynn Scifo

Male Human Paladin 10/Justicar 10        LG    HP: 225    DR: 2/-    Medium        Speed: 30

Str: 22
Dex: 16
Con: 18
Int: 10
Wis: 10
Cha: 18

AC: 10+13+3+1+0+3+3+0=33

Initiative: +7

BAB: +20/+15/+10/+5
Grapple: +30

Fort: 14
Ref: 9
Will: 10

Attacks: Real Knight Sword +31 (1d8+10+2d6 vs. chaotic)
Full Attack: Real Knight Sword +31/+26/+21/+16

Skills: Knowledge (N&R) +10, Ride +26, Sense Motive +23, Swim +16

Special: Bring ‘Em Back Alive, Nonlethal Strike +4d6, Intuition, Street Savvy +6, Improved Hog Tie, Exotic Weapon Proficiency (manacles), Improved Grapple, Crippling Strike, Aura of Good, Detect Evil, Smite Evil 3/day, Remove Disease 2/week, Special Mount, Turn Undead, Aura of Courage, Divine Health, Divine Grace, Lay On Hands 40hp

Feats: Shield Ward, Weapon Focus (longsword), Armour Specialization, Heavy Armour Optimization, Greater Heavy Armour Optimization, Improved Toughness, Improved Initiative, Mystic Arte

1st: 11
2nd: 1 Shield Other,

Unicerous       Celestial Heavy Warhorse   HD: 8d8+25 (69HP)    Speed: 60ft (70, 12rds/day)
Str: 20 Dex: 13 Con: 18 Int: 7 Wis: 13 Cha: 6
AC: 20    Fort: 10 Ref: 7 Will: 3
BAB: +6 Grapple: +15 Attack: Hoof +10 (1d6+5) Full Attack: 2 hooves and bite +4 (1d4+2)
Special: Smite Evil 1/day (+8 damage), DR 5/magic, Improved Evasion
Feats: Endurance, Run, Sprinter

Notes: This is… incomplete, I am aware, but the other profiles were ready to go so I added this for posterity. You can at least see what I was going for with this; Flynn is so obsessed with lawful justice that Paladin/Justicar was a more than reasonable fit. I added the feat Mystic Arte just in case I wanted to make him capable of some crazy super-attack that had n place in any rulebook, but feel free to change it for game accuracy.

 

 

 

Yuri Lowell

Male Human Swashbuckler 7/Battle Trickster 3/Dervish 10    Speed: 50 CG    HP: 165     Medium

Str: 18 (+4)
Dex: 28 (+9)
Con: 14 (+2)
Int: 26 (+8)
Wis: 10 (0)
Cha: 16 (+3)

Initiative: +15

AC: 10+6+0+8+0+0+3+5=32

475-K

BAB: +20/+15/+10/+5

Attacks: False Dein Nomos +34(39) (1d8+16(21)+2d6 vs. lawful)
Full Attack: False Dein Nomos +39/+34/+29/+24

Equipment: Gloves of Dexterity +6, Headband of Intellect +6, Amulet of Health +4, Cloak of Charisma +4, Belt of Giant Strength +6, False Dien Nomos (+4 Anarchic Longsword), +5 Padded Armour, Ring of Protection +3

Feats: Improved Initiative, Mystic Arte, Weapon Focus (longsword), Graceful Edge, Heroic Destiny, Dash, Einhander, Elusive Target, Acrobatic Strike, Defensive Sweep

Skills: Perform (dance) +13, Tumble +32, Hide +17, Balance +14, Move Silently +32, Open Lock +32, Use Magic Device +18, Survival +23, Spot + 19, Listen +19, Search +31

Skill Tricks: (2 ranks/trick) Back On Your Feet (stand up immediately, no AoO), Shrouded Dance (move action, DC20 Hide for concealment), Twisted Charge

Special: Dodge Bonus +2, Weapon Finesse, Grace +1, Insightful Strike, Acrobatic Charge, Improved Flanking, Tricky Fighting (+1 to next attack roll when skill trick is used), AC Bonus +3, Dervish Dance 5/day (also +5 to attacks and damage with slashing weapons), Fast Movement +15ft, Spring Attack, Movement Mastery, Slashing Blades, Dance of Death (Cleave), Improved Reaction +2, Elaborate Parry +4, Tireless Dance, A Thousand Cuts (doubled attacks and Great Cleave once/day)

Notes: Play as Yuri and watch how he fights for a few minutes. Yeah, he’s a Dervish.

Leave a comment

Skies of Arcadia

Aika

Human Swashbuckler 1/Marksman 1/Warmage 6/Eldritch Knight 7  CG Medium   Speed: 30ft   HP: 74(89)

Str: 12 (+1)
Dex: 19 (+4)
Con: 12 (+1)
Int: 14 (+2)
Wis: 6 (-2)
Cha: 20 (+5)

AC: 10 + 6 + 0 + 4 + 0 + 2 + 1 + 0 = 23(28)

Fort: 10
Ref: 10
Will: 11

CL: 15

Initiative: +8

Base Attack Bonus: +11/+6/+1

Attacks: Sky Wing +17(19) (1d8+3(5), 17-20/x2, RI 20 ft) or touch spell +15(17) +2 damage per spell
Full Attack: +17(19)/+12(14)/+7(9)

Skills: Tumble +24, Search +16, Spot +16, Jump +11, Profession (Sailor) +20, Bluff +10, Diplomacy +7, Disguise +7, Intimidate +7, Use Rope +4(6), Balance +6, Concentration +19

Equipment: Sky Wing (+2 Keen Returning Boomerang), +3 Studded Leather armour, Aika’s Necklace (+2 Natural Armour, +4 to Will), Ring of Protection +1

Feats: Practiced Spellcaster, Iron Will, Improved Initiative, Combat Casting, Energy Substitution (fire), Explosive Spell, Sculpt Spell, Boomerang Ricochet, Boomerang Daze

Special Abilities: Weapon Finesse, Weapon of Choice (Boomerang), Armoured Mage (Light), Warmage Edge, Advanced Learning 11, (diehard)

0 – 6/day
1 – 8/day
2 – 7/day
3 – 7/day
4 – 7/day
5 – 6/day
6 – 3/day

Notes: I liked this build, and no, I didn’t know the stats of boomerangs when I made it. I decided that Aika’s boomerang was more like a thrown longsword than anything anyway. The buffs in brackets are her stats, assuming that she is partied with Vyse.

Vyse the Legend

Human Swashbuckler 5/Dread Pirate 10       CG                Medium          Speed: 30ft            HP: 117(132)

Str: 15 (+2)
Dex: 18 (+4)
Con: 12 (+1)
Int: 20 (+5)
Wis: 6 (-2)
Cha: 20 (+5)

AC: 10 + 6 + 0 + 4 + 0 + 1 + 2 +  = 23(28)

Fort: 8
Ref: 13
Will: 6

BAB: +15/+10/+5

Attack: Volrik Blade +20 (1d6+9(11)+2d6 vs. Law, 15-20/x2)
Full Attack: Volrik Blade +20(22)/+15(17)/+10(12) and Reverse Cutlass +20(22)/+15(17)/+10(12) (1d6+9(11)+1d6 elec, 15-20/x2+1d10 elec)

Skills: Profession (Sailor) +26, Use Rope +22, Spot +8, Listen +8, Knowledge (Geography) +20, Knowledge (Nature) +12, Tumble +15, Search +15, Spell craft +20, Survival +15(17), Use Magic Device +16, Balance +22(32), Diplomacy +29, Climb +2(12), Jump +4, Escape Artist +8

Feats: Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Rend, Oversized Two-Weapon Fighting, Weapon Focus (cutlass), Combat Expertise, Deadly Defense

Special Abilities: Weapon Finesse, Grace +1, Insightful Strike, Dodge Bonus +1, Seamanship, Two-Weapon Fighting, Fearsome Reputation (honourable) +6, Rally the Crew +2, Acrobatic Charge, Steady Stance, Luck of the Wind, Skill Mastery, Fight to the Death, Pirate King, (diehard)

Equipment: Volrik Blade (+2 Adamantine Keen Anarchic scimitar), Reverse Cutlass (+2 Adamantine Keen Shocking Burst Scimitar), Glass Eyepatch (+4 Int, +4 Cha, +2 Deflection bonus, +4 to Will, See Invis. 1/day), +3 Studded Leather Armour, Amulet of Natural Armour +1

Notes: I had to ditch Vyse’s spell casting ability in favour of his amazing strengths as a pirate captain. The honourable dread pirate was entirely too tempting to not give to him, and thanks to it, a party with him in it will get enormous morale bonuses. The +2 to climb is me trying to be funny, since SoA players know how brutally slow the climbing animations are.

Drachma

Male Human Gar Old Fisherman 5/Gladiator 10         HP: 208(223)        Medium           Speed: 30ft          N

Str: 24 (+7)
Dex: 8 (-1)
Con: 22 (+6)
Int: 10 (0)
Wis: 14 (+2)
Cha: 12 (+1)

AC: 10 + 7 + 3 – 1 + 0 + 2 + 1 +  = 22(27)

BAB: +15/+10/+5

Attack: Steampunk Arm +23 (1d12+8, crit x2 +2d8 sonic)
Full Attack: Steampunk Arm +23/+18/+13
Ranged: Steampunk Arm +15 (RI 40ft)

Skills: Intimidate +19, Bluff +19, Profession (Sailor) +24, Knowledge (Geography) +18

Special: Improved Feint, Study Opponent +3, Exhaust Opponent, Roar of the Crowd, Improved Coup de Grace, Poison Use, Make Them Bleed, Improved Fishing, Improved Whaling

Feats: Power Attack, Retribution (+1 to attacks/5 damage), Cleave, Weapon Focus, Brutal Strike (DC 10 + attack penalty), Endurance, Improved Toughness

Equipment: Beard (+3 Str, +4 Con, +2 Nat), Steampunk Arm (+1 Thundering Wounding prosthetic, +2 shield bonus), +3 Chain Shirt, Ring of Protection +1

Notes: …What? I put a damn lot of thought into Drachma. His abilities openly defy the conventions of 3.5, so he’s one of the… okay, the only character I had to create an entirely new class for. Considering the nature of his artificial arm, I didn’t place an attack penalty on it, and considering its damn size, a shield bonus seemed proper. The beard… just seemed like a good thing to make as his stat enhancer. I know I could have used his eye patch for it, but Vyse already did that.

Fina

Female Human Cleric 3/Wizard 3/Mystic Theurge 9              HP: 73    Medium          Speed: 30ft    NG

Str: 8 (-1)
Dex: 10 (0)
Con: 12 (+1)
Int: 22 (+6)
Wis: 22 (+6)
Cha: 16 (+3)

AC: 10 + 4 + 4 + 0 + 0 + 4 + 0 + 0 = 22 (27) (Assuming Shield and Mage Armour are cast)

Fort: 7
Ref: 5
Will: 16

BAB: +7/+2

Attacks: Ranged Touch +7

Skills: Knowledge (religion) +10, Knowledge (arcana) +10, Concentration +19, Profession (sailor) +16, Knowledge (History) +24, Heal +24, Spell craft +24, Decipher Script +24, Diplomacy +10

Equipment: Silver Moon Crystal (+4 Int, +4 Wis, +2 Con, +4 Deflection)

Special: Summon Familiar, Scribe Scroll, Turn Undead and Lycanthropes (3rd level) 6/day, Healing +1

Feats: Quicken Spell, Easy Metamagic (Quicken) Split Ray, Sudden Empower, Sudden Maximize, Practiced Spellcaster, Born Under the Half Moon

Familiar: Cupil (ooze) HP: 29, Str 4, Dex 16, Con 7, Int 7, Wis 10, Cha 15, Move: 50ft (perfect), AC: 21 Attacks: Cupil Touch +10

Spells: Arcane
0: 4/day – All (DC 16)
1: 6/day – Hail of Stone, Shock and Awe, Colour Spray, Magic Missile, Burning Hands,  Shield, Mage Armour, Identify, Nerveskitter (DC 17)
2: 6/day – Phantasmal Assailants (8 Wis & Dex dmg), Phantom Foe, Lively Step, Greater Slide (20ft) (DC 18)
3: 4/day – Reverse Arrows, Greater Mage Armour, Chain Missiles, Fireball, Mass Snake’s Swiftness (DC 19)
4: 4/day – Ray Deflection, Defenestrating Sphere, Wall of Ice, Dimension Door (DC 20)
5: 4/day – Cyclonic Blast, Indomitability, Lucent Lance, Telekinesis (DC 21)
6: 3/day – Ray of Light, Fires of Purity, Widened Fireball, Acid Storm, Chain Lightning (DC 22)

Divine (Domains: Healing, Moon)
0: 6/day (DC 16)
1: 7/day (Cure Light Wounds) (DC 17)
2: 6/day (Moonbeam) (DC 18)
3: 5/day (Cure Serious Wounds) (DC 19)
4: 4/day (Fear) (DC 20)
5: 4/day (Moon Path) (DC 21)
6: 3/day (Heal) (DC 22)

Notes: I’m proud of this build, considering it’s my first Mystic Theurge. Fina is probably the closest thing to a proper Skies of Arcadia build on this list, since she can use several moon-themed abilities, both arcane and divine powers, and Cupil as a familiar works entirely too well. Being able to turn werewolves is a bit random, but who is to say that she can’t?

 

 

 

May as well jam to some of SoA’s awesome music while you’re playing these guys.

Leave a comment