Character Compendium
Character Compendium
Low-Level Marine
STR: 12,DEX: 12,CON: 12,INT: 8,WIS: 8,CHA: 8
HP: 6
Land: 30, Swim: 20
Favored Skills: Weapon Attack (+5), Ranged Shot (+5), Defense (+2), Sailing (+3), Spot (+1)
Weapons: Saber (1d4+2, 20, x2), Pistol (1d4+2, 20, x3)
Feat: Power Attack
Low-Level Pirate
STR:10, DEX: 12, CON: 8, INT: 8, WIS: 8, CHA: 8
HP: 5
Land: 30, Swim: 20
Favored Skills: Weapon Attack (+4), Ranged Shot (+4), Defense (+3), Spot (+1), Intimidate (+1)
Weapons: Saber (1d4+2, 20, x2), Shoddy Pistol (1d4+2, 20, x3)
Generic Animals
East Blue Sea King
Large
STR: 16, DEX: 8, CON: 18, INT: 6, WIS:8, CHA: 2
HP:18
Land: 0, Swim: 40
Favored Skills: Unarmed Attack (+7), Defense (+4), Fortitude (+6)
Weapons: Bite (1d6+3, 19, x2)
Feat: Power Attack
White Walkie
Large
STR: 14, DEX: 6, CON: 18, INT: 10, WIS: 6, CHA: 2
HP: 15
Land: 50, Swim: 20
Bite: 1d4+2, 20, x2
Lapahn
Large
STR: 18, DEX: 8, CON: 20, INT: 10, WIS: 10, CHA: 2
HP: 20
Land: 40, Swim: 20
Favored Skills: Jump (+8), Search (+6)
Bite: 1d6+4, 20, x2
Claw: 1d4+4, 20, x2
Avalanche: If a group of Laphan jump up and down on while on a mountain, they are strong
enough to summon an avalanche. This forces a Reflex Save (DC 16) or the targets take 3d8+4
damage.
Kung Fu Dugong
Small
STR: 12, DEX: 16, CON: 8, INT: 6, WIS: 4, CHA: 8
HP: 8
Land: 30, Swim: 40
Favored Skills: Unarmed (+7), Defense (+5)
Kung Fu: 1d6+3, 20, x2
Wasuragi Birds
Medium
HP: 12
STR: 6, DEX: 18, CON: 4, INT: 14, WIS: 10, CHA: 12
Land: 30, Swim: 10, Fly: 30
Favored Skills: Hide (+10), Bluff (+9)
Peck: 1d4-2, 19-20, x2
Coby
STR: 8, DEX: 8, CON: 10, INT: 14, WIS: 12, CHA: 8
HP: 3
DR: 0
Land: 30
Sea: 20
Skills: Sailing (+3), Climb (+2), Heal (+2), Hide (+3)
Feats: Alertness, Dodge
Unarmed: d3-1
Orange Town Arc
Helmeppo
STR: 8, DEX: 8, CON: 8, INT: 8, WIS: 10, CHA: 8
HP: 1
DR: 0
Land: 10
Swim: 0
Skills: Ranged Shot (-3)
Feats: N/A
Gun: 1d4-1
Captain Morgan
STR: 14, DEX: 10, CON: 14, INT: 8, WIS: 10, CHA: 6
HP: 10
DR: 1
Land: 30
Swim: 20
Skills: Weapon Attack (+3), Defense (+4), Fortitude (+4), Intimidate (+3)
Feats: Power Attack, Absolute Justice, Dodge
Axe: 1d6+2, x2, 19-20
Cabaji
STR:10, DEX:14, CON:12, INT:10, WIS:10, CHA:12
HP: 12
DR: 2
Land: 30 (40 on Unicycle)
Swim: 20
Skills: Weapon Attack (+4), Defense (+5), Reflex (+4), Balance (+6), Jump (+5)
Feats: Haste (Stance), Athletic, Improved Feint, Improved Disarm
Sword: 1d6+2, x2, 20
Tops: Can hit more than one target (Up to 2), Range of 20 ft, 1d4+1 damage, Crits on 20, x2 to
Damage on one chosen Top
Fire-Breathing: Reflex Save (DC 12) or take 2d6 fire, nothing on success
Momiji
STR: 10, DEX: 12, CON: 8, INT: 8, WIS: 12, CHA: 14
Land: 30
Swim: 20
HP: 4
DR: 2
Skills: Ride (+6), Diplomacy (+2), Intimidate (+5), Defense (+2)
Feats: Morganeer Pirate
Whip: 1d4, 20, x2, 10 feet
Ritchie the Lion
STR: 16, DEX: 12, CON: 16, INT: 5, WIS: 8, CHA: 4
HP: 16
DR: 2
Land: 40
Swim: 30
Skills: Unarmed Attack (+6), Defense (+2), Fortitude (+5), Reflex (+5), Intimidate (+4)
Feats: Power Attack, Rage
Claws: 1d6+3, 20, x2
Bite: 1d8+2, 20, x2
Lion’s Roar: Intimidate’s governing skill is now STR. This creature can roar once a day. It
automatically crits against any non-sentient creature Medium or smaller and forces them to
move back up to 30 ft.
Buggy
STR: 12, DEX: 16, CON: 10, INT: 12, WIS: 8, CHA: 16
HP: 14
DR: 3
Land: 30
Swim: 30
Skills: Ranged Shot (+5), Weapon Attack (+5), Diplomacy (+8), Reflex (+5), Spot (+5)
Feats: Hidden Daggers, Run, Mobility, Point-Blank Shot, Smoke Grenade
Daggers: 1d4+2 (Can be Thrown or Melee), 19-20, x3, Up to Two at Once at -3 for second one
Muggy Ball: 2d8+3, Reflex Save (DC 10), If successful, ball is reflected back
Chop Chop Fruit:
Immune to Slashing Damage. May Move up to 5 Body Parts Around as Swarms
Each Swarm has 2 HP, All of His Stats
If Successfully hit and Defeated, 2 HP is removed from his total
Melee Attacks now have a Reach of 20 ft. If blocked or dodged, hand is left as Swarm.
Chop Chop Festival:
User makes 3 Ranged Shot Attacks at a -2 against targets in a 20 ft. AOE. Each one deals
1d4+2, Crits on a 20, and deals double damage. If all three are dodged by any target within the
AOE, all body parts are left as Swarms.
Shells Town Arc
Sham Nyaban
STR: 8, DEX: 14, CON: 10, INT: 12, WIS: 8, CHA: 14
HP: 18
DR: 2
Land: 30
Swim: 20
Skills: Unarmed Attack (+4), Defense (+4), Bluff (+6)
Feats: Improved Feint, Run, Bodyguard (Stance)
Claws: 1d6+2, 19-20, x2, Inflicts Bleed for d2 rounds on failed Fort Save (DC: 12)
Buchi Nyaban
STR: 14, DEX: 8, CON: 14, INT: 10, WIS: 8, CHA: 12
HP: 20
DR: 2
Land: 30
Swim: 20
Skills: Unarmed Attack (+5), Defense (+2), Bluff (+5), Fortitude (+5)
Feats: Improved Feint, Flurry of Blows, Aggressive (Stance)
Claws: 1d6+2, 19-20, x2, Inflicts Bleed for d2 rounds on failed Fort Save (DC: 12)
Captain Kuro
STR: 8, DEX: 14, CON: 12, INT: 16, WIS: 12, CHA: 10
HP: 22
DR: 3
Land: 40
Swim: 20
Skills: Weapon Attack (+6), Defense (+6), Initiative (+4), Bluff (+5), Knowledge (Tactics) (+4),
Concentration (+9), Reflex (+5)
Feats: Flurry of Blows, Sneak Attack (+1d6), Fancy Footwork (Stance), Bold Advance (Stance),
Combat Preparation
Cat Claws: 1d6+2, 19-20, x3
Stealth Foot: The user must take a full-round action to initiate. If attacked, a Concentration
check (DC: 14) must be made to continue. On the next turn, all targets in a 40 foot area take the
user’s weapon damage automatically (DR still affecting). Captain Kuro, still gone, can be
attacked by someone who succeeds a DC 13 Spot Check but otherwise cannot be attacked as
he is going too quickly.
Baratie Arc
Pearl
STR: 12, DEX: 10, CON: 16, INT: 8, WIS: 10, CHA: 12
HP: 30
DR: 2 (9)
Land: 20
Swim: 20
Skills: Unarmed Attack (+8), Defense (+6), Fortitude (+8), Intimidate (+5), Diplomacy (+7)
Feats: Power Attack, Improved Bull Rush
Shields: 1d4+3, 20, x2, Can attack Twice at -2
Armor: If temporary DR is exceeded, Pearl immediately is reduced to 2 DR. Pearl still takes 1
damage even if his temporary DR is beaten. This does not trigger Fire Pearl.
Fire Pearl: If damage is dealt to Pearl (armored or otherwise), he immediately goes into a Rage.
His Shields deal an extra +2 fire damage and he gains the ability to throw fireballs at a single
target. On a failed reflex save (DC 12), the target takes 2d6 fire damage.
Gin
STR: 14, DEX: 14, CON: 8, INT: 12, WIS: 10, CHA: 10
HP: 25
DR: 3
Land: 30
Swim: 20
Skills: Weapon Attack (+10), Defense (+10), Reflex (+8), Intimidate (+6), Fortitude (+6), Sailing
(+6)
Feats: Power Attack, Improved Disarm, Improved Trip, Bloodlust (Stance), Knee Break
Tonfa: 1d8+3, 20, x3
Can give up movement action to spin, and deal an extra 2 damage.
Don Krieg
STR: 16, DEX: 8, CON: 16, INT: 14, WIS: 8, CHA: 8
HP: 35
DR: 3 (6)
Land: 30
Swim: 20
Skills: Weapon Attack (+9), Defense (+8), Unarmed (+7), Intimidate (+8), Knowledge (Tactics)
(+8), Ranged Shot (+7)
Feats: Power Attack, Bloodlust (Stance), Taunt, Battle Cry
Great Battle Spear: 1d8+3, Cannot Crit, Deals Damage to a 10 foot area, 10 ft. Reach, Easily
Sundered (-2 to Resist)
Wootz Steel Armor: Anything but called shots to the face or below his waist hits his 6 DR. After
5 hits, it shatters.
Diamond Fists: 1d4+3, Cannot Crit
MH5: All targets within a 100 foot area within a range of 40 feet without gas masks must make a
Fort Save (DC 16). If failed, target is Sickened and Hemorrhaging.
Kenzan Mantle: Must be activated as a standard action. Any target that hits him takes 1d4
damage. He must remove it to attack.
Flamethrower: Reflex Save (DC 13). If failed, d4 fire damage. 50 foot range.
Tetsu No Ami: Reflex Save (DC 13). If failed, entangled for 1d2 rounds. 50 foot range.
Shuriken Bomb: Reflex Save (DC 15) over 20 foot area. If failed, targets take 1d4+2 damage.
50 foot range.
Bakudan: Reflex Save (DC 16) over 30 foot area. If failed, targets take 1d4 DRLess damage.
50 foot range.
Needle Machine Gun: 1d8+2, 19-20, x2, 60 foot range
Arlong Park Arc
Momoo
STR: 14, DEX: 6, CON: 18, INT: 4, WIS: 4, CHA: 4
HP: 14
DR: 1
Land: 10
Swim: 40
Large
Skills: Unarmed (+4), Perception (+4)
Feats: Rage, Power Attack, Improved Bull Rush
Horns: 1d8+2, 20, x2
Chew
STR: 14, DEX: 16, CON: 8, INT: 10, WIS: 10, CHA: 12
HP: 27
DR: 3
Land: 30
Swim: 40
Skills: Unarmed (+9), Ranged Shot (+9), Defense (+9), Fortitude (+5), Reflex (+9), Spot (+2)
Feats: Point-Blank Shot, Multi-Shot, Dodge
Unarmed: 1d6+2, 20, x2
Water Gun: 1d8+2, 19-20, x2, Requires Local Water Source, 60 ft
Water Cannon: Requires one Full-Round Action and a Local Water Source to charge. Reflex
save (DC 18) for half, deals 2d8+4 damage.
Kuroobi
STR: 16, DEX: 12, CON: 12, INT: 8, WIS: 12, CHA: 8
HP: 30
DR: 3
Land: 30
Swim: 40
Skills: Unarmed (+10), Defense (+7), Fortitude (+7), Sense Motive (+5), Sailing (+4)
Feats: Aggressive (Stance), Elusive Target, Roundhouse Kick, Hundred Tile True Punch
Unarmed: 1d6+3, 20, x2
Fishman Ponytail: This character can now grapple up to 10 feet away using his ponytail. While
underwater, he gains +2 to any grapple attempts made.
Hatchan
STR: 18, DEX: 16, CON: 14, INT: 4, WIS:4, CHA: 10
HP: 30
DR: 3
Land: 30
Swim: 40
Skills: Weapon Attack (+10), Defense (+7), Reflex (+5), Diplomacy (+6), Cooking (+6)
Feats: Blade Guard, Power (Stance), Two-Weapon Fighting, Multi-Sword Fighting, Adrenaline
Surge, Flurry of Blows, Sous Chef
Six Swords: 1d6+2, 20, x2
Unarmed: 1d4+4, 20, x2
Ink Spray: Reflex Save (DC 13) to avoid, or blinded
Suction Climb: Hatchan can stick to walls. He can climb at a rate of 15 feet per round.
Octopus Pot Stance: After successfully using Blade Guard to defend yourself, you may
immediately make a Disarm attempt at a +1. This does not provoke an AOO.
Octornado: Can make a blade attack on everything within 30 feet at normal damage.
Arlong
STR: 20, DEX: 10, CON: 20, INT: 14, WIS: 10, CHA: 8
HP: 50
DR: 5
Land: 30
Swim: 40
Skills: Unarmed (+8) (+11), Weapon Attack (+10) (+13), Defense (+8) (+6), All Saves (+7),
Intimidate (+8), Knowledge (Tactics) (+6), Appraise (+5)
Feats: Abuse, Aggressive, Launch, Combat Throw, Power (Stance), Cleave, Rage, Greater
Rage, Water Shot, Improved Grapple, Diehard
Bite/Nose: 1d8+4, 19-20, x2
Unarmed: 1d6+5, 20, x2
Kiribachi: 1d12+3, 19-20, x3 (Easy to Sunder)
Shark on Darts: When within water, Arlong may immediately charge up to 60 feet out of the
water (even directly into the air) to deal 1d12+5 damage to anything that fails a Reflex Save (DC
14).
Fishman Pirates
STR: 16, DEX: 16, CON: 10, INT: 10, WIS: 10, CHA: 8
HP: 14
DR: 1
Land: 30
Swim: 40
Skills: Weapon Attack (+7), Defense (+6), Ranged Shot (+7), Unarmed (+7)
Sword: 1d8+3, 20, x2
Pistol: 1d6+3, 20, x2, Range of 40
Unarmed: 1d4+3, 20 x2
Loguetown
“Iron Mace” Alvida
STR: 16, DEX:8, CON:16, INT: 8, WIS: 10, CHA: 14
HP: 18
DR: 2
Land: 30
Sea: 20
Skills: Weapon Attack (+7), Defense (+3), Fortitude (+7), Intimidate (+3), Sailing (+4)
Feats: Power Attack, Improved Bull Rush, Armored (Stance), Bloodlust (Stance)
Iron Mace: 1d6+3, x2, 19-20
Sube-Sube No Mi: Immune to Bludgeoning and Piercing Damage, Increases Movement Speed
by (+20) while on a Solid Surface
Captain Smoker
STR: 16, DEX: 8, CON: 18, INT: 10, WIS: 14, CHA: 12
HP: 60
DR: 6
Land: 30
Swim: 0
Sky: 30
Skills: Weapon Attack (+9), Defense (+6), Fortitude (+7), Will (+6), Intimidate (+8), Sailing (+6),
Diplomacy (+5), Ride (+5)
Feats: Battle Cry, Armored (Stance), Bloodlust (Stance), Heavy Strikes, Hunker Down,
Commander, Pirate Hunter, Tough as Nails, Improved Grapple, Flurry of Blows
Nanashaku Jitte: 2d8+5, Sea-stone Tipped (Can Hit DF users, ignoring abilities and Logia), 20,
x2, Can be used during Grapple Attempts (If successful on DF users, treat as if underwater),
Bludgeoning or Piercing
Unarmed: 1d6+3, 20, x2
Moku Moku no Mi: Immune to all damage besides Elemental (Halved). Gains a Sky Speed of
30, Can be Hit by Haki or Seastone.
White Out: Grapple Attempts can be made on multiple targets in a 30 ft cone (all involved) in
front of Smoker. This can be used above Smoker as well.
White Blow: Smoker can attack up to 40 feet away with an unarmed attack.
White Launcher: This can be done as a full-round action. Smoker charges up to 60 ft ahead of
him, choosing one target to Grapple with his Nanashaku Jitte at +6 (including Improved
Grapple).
Reverse Mountain
Laboon
STR: 18, DEX: 6, CON: 14, INT: 6, WIS: 10, CHA: 4
HP: 40
DR: 5 (0)
Land: 0
Swim: 40
Skills: Unarmed (+4), Fortitude (+3)
Unarmed: d2+4, 20, x2
Iceberg Smasher: If attacked from the front, Laboon’s head gives him 5 DR. When using the
Charge Action, his Unarmed attack is a d6+4 instead.
Mr. 9
STR: 14, DEX: 14, CON: 8, INT: 10, WIS: 12, CHA: 10
HP: 8
DR: 2
Land: 30
Swim: 20
Skills: Weapon Attack (+4), Reflex (+3), Tumble (+4), Blooded
Feats: Revenge, Cheap Shot
Metal Bat: d6+2, 20, x2
Chain Metal: Mr. 9 throws Chains from his Bat to catch his opponent up to 15 ft. away. This
allows him to Grapple from a distance or throw his bat to deal half damage.
Crocus
STR: 12, DEX: 14, CON: 16, INT: 8, WIS: 18, CHA: 10
HP: 35
DR: 10
Land: 30
Swim: 30
Skills: Heal (+15), Research (+10), Knowledge (All Blues) (+14), Defense (+12), Ranged Shot
(+10)
Feats: All Doctor Feats, All Surgeon Feats, Kenbushoku Haki
Harpoon: 1d6+6, 19-20, x3
Whiskey Peak
Miss Friday
STR: 8, DEX: 14, CON: 8, INT: 12, WIS: 10, CHA: 10
HP: 6
DR: 1
Land: 20
Swim: 10
Sky: 30
Skills: Hide (+4), Ranged Shot (+5), Defense (+4),Perception (+4)
Feats: Dodge, Point Blank Shot
Machine Guns: 1d6+2, Attacks Twice, Cannot Crit
Unlucky Bombs: Only usable while flying. Forces Reflex Save (DC 13), deals 1d8+3 if failed
Miss Monday
STR: 14, DEX: 10, CON: 14, INT: 10, WIS: 10, CHA: 10
HP: 16
DR: 2
Land: 30
Swim: 20
Skills: Unarmed Attack (+11), Tumble (+2), Defense (+7), Fortitude (+7), Sailing (+4)
Feats: Power Attack, Rage
Metal Sheath: 1d6+2, 19-20, x2
Igaram (Mr. 8)
STR: 10, DEX: 16, CON: 8, INT: 14, WIS: 12, CHA: 8
HP: 14
DR: 2
Land: 30
Swim: 20
Skills: Ranged Shot (+10), Defense (+3), Disguise (+5), Knowledge (Alabasta) (+6), Diplomacy
(+5)
Feats: Point Blank Shot, Lock-On
Igarappa (Saxophone): d8+2, 20, x2, Range of 30 feet
Igarappappa (Hair): d6+2, 20, x2, Range of 40 feet
Mr. 5 (Gem)
STR: 12, DEX: 16, CON: 12, INT: 14, WIS: 8, CHA: 10
HP: 25
DR: 3
Land: 30
Swim: 20
Skills: Ranged Shot (+9), Defense (+9), Unarmed (+7), Intimidate (+5), Perception (+4)
Bomu Bomu no Mi: Immune to explosive attacks
Breeze Breath Bomb: Forces a Reflex Save (DC 14) for one target within 60 feet, deals 2d8+3
damage on a successful hit, deals 1d2+1 on a failed hit
Kick and Arm Bombs: 1d6+3, 19-20, x2, Hits 10 feet out and behind as well
Nose Fancy Cannon: 1d4+2, 20, x3, Range of 30 feet
Zenshin Kibaku: Must succeed a Grapple check first. If Mr. 5 does, he may immediately
detonate his whole body and deal 4d8+5 damage.
Mr. 12 (Fanon)
STR: 14, DEX: 12, CON: 14, INT: 6, WIS: 6, CHA: 10
HP: 15
DR: 2
Land: 30
Swim: 20
Skills: Unarmed (+7), Defense (+6), Reflex (+6), Will (+6), Intimidate (+7)
Feats: Abuse, Body Armor, Pummel
Unarmed: 1d8+2, 19-20, x2
Hidden Face: No one can see Mr. 12’s face. Is he smiling? Frowning? We’ll never know. His
voice is just Animal Crossing noises.
Mr. 6 (Fanon)
STR: 8, DEX: 16, CON: 6, INT: 10, WIS: 8, CHA: 8
HP: 14
DR: 2
Land: 30
Swim: 20
Skills: Defense (+7), Ranged Shot (+7), Spot (+7)
Feats: Point-Blank Shot, Shadow Shot, Smoke Grenade, Lock-On
Scoped Rifle: 1d10+3, 20, x2 (Aiming is now a Movement Action)
Ms. Arbor Day (Fanon)
STR: 14, DEX: 14, CON: 6, INT: 10, WIS: 10, CHA: 10
HP: 15
DR: 2
Land: 30
Swim: 20
Skills: Weapon Attack (+7), Defense (+7), Reflex (+7), Hide (+7), Move Silently (+7)
Feats: Caltrop Mastery, Sneak Attack, Apply Poison, Cheap Shot
Sword: 1d8+2, 19-20, x2 (DC 14 Fortitude or take 1d4 poison for 2 rounds...on hilt also)
Caltrops: Weapon Attack (+2 to opponents defense if wearing shoes) that halves movement,
deals 2d6 damage
Hidden Tree Technique: Ms. Arbor Day loses -1 when using this, but she thinks this makes her
more stealthy...in a desert.
Little Garden
Dorry
STR: 20, DEX: 8, CON: 22, INT: 8, WIS: 10, CHA: 12
HP: 40
DR: 8
Size: Large
Land: 40
Swim: 30
Skills: Weapon Attack (+9), Defense (+7) (Armor), Fortitude (+6), Sailing (+6), Cooking (+5),
Intimidate (+8), Diplomacy (+8)
Feats: Armored (Stance), Battle Cry, Stunning Shout, Heavy Strikes, Shield Bash, Power
Attack, Improved Bull Rush, Improved Overrun
Terry Sword: 2d8+5, 20, x2
Hakoku: Both Dorry and Brogy can take a full-round action while adjacent and deal critical
maximum damage. Both the Terry Sword and Bruiser Axe immediately disintegrate.
Brogy
STR: 20, DEX: 8, CON: 22, INT: 8, WIS: 10, CHA: 12
HP: 40
DR: 8
Size: Large
Land: 40
Swim: 30
Skills: Weapon Attack (+9), Defense (+7) (Armor), Fortitude (+6), Sailing (+6), Cooking (+5),
Intimidate (+8), Diplomacy (+8)
Feats: Armored (Stance), Battle Cry, Stunning Shout, Heavy Strikes, Shield Bash, Power
Attack, Improved Bull Rush, Improved Overrun
Bruiser Axe: 1d10+5, 19-20, x2
Hakoku: Both Dorry and Brogy can take a full-round action while adjacent and deal critical
maximum damage. Both the Terry Sword and Bruiser Axe immediately disintegrate.
Mr. 5 and Ms. Wednesday gain 2 HP and all Skill ranks go up by one.
Miss Goldenweek (Marianne)
STR: 8, DEX: 16, CON: 12, INT: 14, WIS: 16, CHA: 8
HP: 15
DR: 4
Size: Small
Land: 30
Swim: 20
Skills: Perform (Art) (+16), Defense (+6), Reflex (+8), Will (+10)
Feats: Skill Focus (Art), Insight Defense
Paint Brush: 1d2+3, Cannot Crit, Bludgeoning
Colors Trap: If Marianne manages to hit someone with her Paintbrush, she can force a Will
save at DC 19. If failed, the opponent can be made subject to one of these effects.
Black of Betrayal: The opponent is forced to attack or otherwise betray their friends for 1d6
rounds unless knocked unconcious.
Yellow of Laughter: The opponent is knocked prone for 1d4 rounds but are unable to attack as
well.
Red of Bullfighting: Miss Goldenweek can paint another mark on another target, forcing the
painted opponent to attack it for 1d4 rounds.
Blue of Sadness: The opponent is dazed for 1d4 rounds.
Green of Soothing: If Miss Goldenweek can land the attack twice and inflict Yellow and Blue on
the same opponent, they are now stunned for 1d4 rounds.
Rainbow of Dreams: This one can only be used on allies. They gain a morale bonus equal to
Miss Goldenweek’s WIS bonus on all rolls.
Mr. 3 (Galdino)
STR: 10, DEX: 16, CON: 8, INT: 18, WIS: 10, CHA: 8
HP: 25
DR: 5
Size: Medium
Land: 30
Swim: 0
Skills: Appraise (+10), Hide (+13), Move Silently (+13), Bluff (+10), Diplomacy (+8), Sense
Motive (+10), Weapon Attack (+9), Defense (+8), Fortitude (+6), Reflex (+7)
Feats: Blade Guard, Haste (Stance), Create Powered Suit, Chemical Grenade, Swashbuckler
Doru Doru Arts: Ken (Wax Sword): 1d8+3, 19-20, x2
Doru Doru Arts: Mori (Harpoon): 1d6+3, 20, x2, Range of 30 feet
Candle Jacket or Lock: Can be used on one target. They are treated as Entangled if a DC 15
Reflex Save is failed. Fire instantly destroys them.
Giant Candle Service Set: Usable on up to 3 targets. They each make a DC 19 Reflex Save. If
failed, they are treated as Stunned. Only usable once per day. Fire instantly destroys it.
Candle Wall: Gives up his movement action to make a reaction. If attacked, gains +3 DR.
Doru Doru no Yakata: Up to his INT modifier in perfect clones are made, with their Weapon
Attack and Defense reduced by 2. He can form a max of double his Int modifier. This requires a
standard action.
Candle Champion: Mr 3’s ultimate technique, only usable once per day. Increases his Weapon
Attack and Defense by +3, his size to Large, and gives him a new weapon.
Candle Gloves: 1d10+3, 19-20, x2
This Champion has an HP of 20 on top of his normal HP. If hit by fire-based attacks, it takes
double damage.
Made of Wax: Fire damage against him increases by 1.5x, but he applies his Natural DR
instead of Fire resistance. Galdino and his constructs are immune to Poisons.
Dalton
STR: 18, DEX: 14, CON: 18, INT: 12, WIS: 8, CHA: 8
HP: 25
DR: 5
Size: Large
Land: 50
Swim: 0
Skills: Weapon Attack (+12), Defense (+10), Fortitude (+8), Intimidate (+9), Spot (+9), Sense
Motive (+9)
Feats: Armored (Stance), Hunker Down, Stunning Roar, Improved Bull Rush
Spade: 1d10+4, 20, x2
Fiddle Banff: If Dalton charges or bull rushes, he can make an attack on anything within his
movement range. If successfully hit, they must make a Reflex Save vs DC 14. If the opponent
fails, they are knocked prone.
Doctor Kureha
STR: 18, DEX: 18, CON: 18, INT: 18, WIS: 10, CHA: 6
HP: 30
DR: 8
Size: Medium
Land: 30
Swim: 20
Skills: Heal (+30), Unarmed (+15), Defense (+14), Navigate (+13)
Feats: All Doctor Feats
Unarmed: 1d8+4, 19-20, x2
Kuromarimo and Chess
Kuromarimo
STR: 16, DEX: 14, CON: 12, INT: 8, WIS: 8, CHA: 8
HP: 25
DR: 5
Size: Medium
Land: 30
Swim: 20
Skills: Unarmed (+8), Defense (+7), Fortitude (+6)
Surprise Ball Seaweed: 1d8+3, 20, x3
Marimo’s Static Cling: The opponent must make a reflex save (DC 15) or be hit by an afro ball.
This amplifies Fire damage by 1 dice.
Chess:
STR: 12, DEX: 16, CON: 14, INT: 8, WIS: 8, CHA: 8
HP: 27
DR: 5
Size: Medium
Land: 30
Swim: 20
Skills: Ranged Shot (+9), Defense (+8), Reflex (+7), Sense Motive (+7)
Feats: Point-Blank Shot, Precise Shot
Arrows: 1d8+3, 19-20, x2, Range of 50 feet
Checkmate: 1d10+3, Deals Fire Damage, 19-20, x2, Range of 50 feet (100 feet if Marimo’s
Static Cling hit that opponent)
Chessmarimo:
If Chess and Marimo are defeated, Wapol can immediately consume both and fuse them
into Chessmarimo.
STR: 20, DEX: 20, CON: 20, INT: 6, WIS: 6, CHA: 6
HP: 45
DR: 7
Size: Large
Land: 30
Swim: 20
Skills: Ranged Shot (+14), Weapon Attack (+14), Defense (+12), Fortitude (+12), Reflex (+12),
Intimidate (+6), Sense Motive (+6)
Feats: Point-Blank Shot, Precise Shot, Flurry of Blows, Armored (Stance)
Snow-Thawing Arrow Marimo: 2d10+3, 19-20, x3, Deals Fire Damage
Quatro Hammers: Can be used twice, 1d10+3, 19-20, x3
Quatro Axe: Can be used twice, 1d10+3, 19-20, x3
Snow Splitting Blades: Can use Air Cutter with these Axes
Wapol
STR: 16, DEX: 6, CON: 16, INT: 12, WIS: 14, CHA: 6
HP: 60
DR: 8
Size: Large
Land: 20
Swim: 0
Skills: Ranged Shot (+12), Defense (+10), Fortitude (+10), Knowledge (Tactics) (+10), Sense
Motive (+12), Unarmed (+8)
Feats: Armored (Stance), Taunt, Combat Expertise, Infinite Stomach, Gluttonous Healing,
Improved Grapple, Point-Blank Shot
Bite: 1d6+3, 20, x2, May make a free Grapple attempt on anyone not a Devil Fruit user
Tongue/Arm Cannon: 1d8+1, 20, x2, Range of 60 feet
Snow Powder Makeup: Can give one target (including himself) a +5 on Hide and Move Silently
checks if he has access to enough snow. This can be done up to 3 times.
Baku Baku Shock: Can eat any equipment or item and replicate it’s effects on his body (Up to
GM how effects work)
Wapol House: If Wapol eats quite a few pieces of weaponry and armor, he transforms
into Wapol House. His cannons deal an extra +3 damage, he gains 2 DR, and his Movement
reduces to 10.
Human Weapon: If Wapol consumes an armory’s worth of equipment, he transforms
into his ultimate form. His cannons deal an extra +5 damage, he gains 5 DR, and his Movement
increases by 10.
Baku Baku Factory: If Wapol eats two items, he can fuse them and increase their
effectiveness (Ex. Chessmarimo or combining a gun and a sword into a gunblade)
Slim-Up Wapol: Wapol consumes himself. He halves his HP temporarily (regaining it
once he looses the rest of his body), loses 5 DR, but gains 30 Movement Speed on Land.
Alabasta
Smoker, Tashigi, and Luffy should have their Skills increased by 4 each and their HP should
increase by 15.
Portgas D. Ace
STR: 16, DEX: 16, CON: 14, INT: 8, WIS: 8, CHA: 14
HP: 90
DR: 13
Size: Medium
Land: 30
Swim: 0
Fly: 20
Skills: Unarmed (+20), Defense (+21), Ranged Shot (+21), All Saves (+20), Intimidate (+19),
Diplomacy (+18), Sense Motive (+18), Search (+16), Jump (+21), Concentration (+20)
Feats: All Brawler Feats, Rage, Combat Expertise, Aim, Dodge, Run, Infinite Stomach,
Gluttonous Healing, Judge Opponent
Unarmed: 2d6+3, 19-20, x3
Fire Fist: 3d10+6, Cannot Crit, Range of 100 feet, 15 foot area, Up to 5 targets
Higan: 2d6+3, 19-20, x2, Range of 50 feet, Forces Fort Save (DC: 21) or the target catches fire
and takes 1d6 fire damage for 1d6 rounds
Hotarubi: At a range of 100 feet, the user can force up to three targets within range to make a
Fortitude Save at DC 21. If failed, they catch fire (taking 1d6 fire damage for 1d4 rounds) and
are dazed for 1d2 rounds.
Dai Enkai: Entei: Up to twice per day, Ace can use a Fire Fist at double the range and force it
to crit (even though it normally can’t). The amount of targets increases to 10.
Logia Body: Ace is immune to physical attacks (not including Seastone), gains a 20 ft. fly
speed, and his unarmed attacks can deal either physical or fire damage.
Baroque Works
Mr. 7
STR: 8, DEX: 16, CON: 6, INT: 8, WIS: 12, CHA: 8
HP: 20
DR: 2
Size: Small
Land: 30
Swim: 20
Skills: Ranged Shot (+9), Defense (+6), Reflex (+6)
Feats: Lock-On, Precise Shot
Dice Gun: 1d6+3, 20, x2
Billions
STR: 12, DEX: 12, CON: 12, INT: 8, WIS: 8, CHA: 8
HP: 8
DR: 2
Size: Variable (Built as Medium)
Land: 30
Swim: 20
Skills: Unarmed (+6), Weapon Attack (+6), Defense (+6), Ranged Shot (+6), Initiative (+6)
Feats: Power Attack, Lock-On, Blade Guard
Unarmed: 1d6+1, 20, x2
Flintlock: 1d4+1, 19-20, x2, Range of 40
Saber: 1d6+1, 19-20, x2
Mr. 2 (Bentham)
STR: 14, DEX: 18, CON: 12, INT: 8, WIS: 16, CHA: 10
HP: 35
DR: 7
Size: Medium
Land: 40
Swim: 0
Skills: Unarmed Attack (+15), Defense (+13), Reflex (+15), Will (+14), Disguise (+20), Sense
Motive (14), Bluff (+20), Jump (+13), Concentration (-1)
Feats: Skill Focus (Bluff and Disguise), Swan Arabesque, Waxing Fist, Rolling Spa, Flurry of
Blows, Dodge, Bodyguard, Crouching Tiger
Unarmed: 1d6+5, 20, x3
Swans: 1d8+5, 19-20, x2, Reach of 10 ft.
Mascara Boomerang: 1d6+5, 19-20, x3, Range of 30 ft.
Mane Mane Fruit: Bentham gains an innate bonus to Disguise and Bluff (+3) and can take the
form of any person who’s face he’s touched with his right hand. This gives him an additional +2
to Disguise. While taking the form of someone he has not trained in the form of, his Unarmed
and Defense are treated as +5 instead. He also is unable to use his Okama Kenpo techniques.
Mane Mane Montage: Bentham can transform his face into the silliest face he’s ever seen (90%
him most of the time). This forces a Will save (DC 8). If failed, the opponent is dazed.
Okama Dash: Bentham can gain gain a +5 to his Jump skill for one turn, but is fatigued for 1d2
turns after.
Memoir of that Summer’s Day: Bentham can begin spinning 320,000 times to start his most
powerful attack. This requires 3 full-round actions. If hit, he cannot perform it. If successful in
charging, Bentham attacks at a +5 to his Unarmed and deals an extra +3d6 damage. He won’t
though.
Mr. 4 (Babe)
STR: 20, DEX: 8, CON: 22, INT: 2, WIS: 6, CHA: 10
HP: 45, DR: 7
Size: Large
Land: 30, Swim: 20
Skills: Weapon Attack (+14), Defense (+10), Unarmed Attack (+12), Fortitude (+16), Intimidate
(+12)
Feats: Power Attack, Flurry of Blows, Improved Bull Rush, Improved Overrun, Armored
(Stance), Hunker Down, Bloodlust (Stance), Knee Break, Windup
Baseball Bat: 1d12+5, 20, x3, Reflex Save (DC 16) or be knocked back 1d6*5 feet.
“Fore!”: Mr.4 may make a Weapon Attack roll at any projectile weapon (anything with a range
over 15). If successful, that Weapon Attack roll is used against the shooter’s Defense. If they
fail, they must roll damage against themselves. This can only be done thrice per battle.
Lasoo:
Lassoo is a mortar launcher who ate the Inu Inu no Mi: Model Daschund.
He has a 10 in each stat except a 12 in Dex.
Size: Small
Land: 20
Swim: 20
Skills: Ranged Shot (+10), Defense (+8)
Baseballs: Range of 30 feet, 2d8+2, Cannot Crit. Lasso can have Mr. 4 hit one with his bat on
his turn, doubling his range and dealing 2d8+5 instead.
400 Base Knock: By both giving a full-round action, Babe can instead hit 5 balls at once. This
causes the range to triple, the attack to gain an area of 30 feet, and for it to deal 2d12+10.
Increase Vivi’s Skills by 1, her HP by 6, and give her the feats Optimism, Combat
Expertise, and Dodge.
Nefertari Cobra
STR: 8, DEX: 8, CON: 12, INT: 14, WIS: 18, CHA: 12
HP: 8
DR: 0
Size: Medium
Land: 30
Swim: 20
Skills: Diplomacy (+10), Sense Motive (+12), Unarmed (+3), Fortitude (+5)
Unarmed: 1d4-1, 20, x2
King Chop: Can only be used on loyal subjects. Melee Range Attack that forces a Will Save
(DC 18). If successful, the subject rethinks their life.
Chaka
STR: 12, DEX: 14, CON: 10, INT: 10, WIS: 14, CHA: 8
HP: 23
DR: 3
Size: Medium
Land: 30
Swim: 0
Skills: Weapon Attack (+10), Defense (+10), Reflex (+10), Diplomacy (+7)
Alabastan Guard Sword: 1d6+2, 19-20, x2
Hybrid Form: Chaka can shift as a full-round action. This gives him a +2 bonus to Weapon
attacks, a +10 bonus to his Overland speed, and +4 to his HP.
Howling Jackal: When Chaka Charges at an opponent, he can pass through them (Gaining
flanking bonus if relevant) and deal 2d6+4 damage instead. He can then use the rest of his
movement action if he hasn’t already.
Pell
STR: 8, DEX: 16, CON:16, INT: 10, WIS: 12, CHA: 8
HP: 28
DR: 4
Size: Medium
Land: 30
Swim: 0
Sky: 50
Skills: Weapon Attack (+11), Defense (+11), Reflex (+11), Fortitude (+11), Intimidate (+7)
Alabastan Guard Sword: 1d6+3, 19-20, x2
Falcon Fruit: Pell gains a Sky speed of 50, one extra attack with no negative bonus, and +4
STR and DEX when in Hybrid Form. He gains +10 Sky Speed in full Falcon form but loses the
other bonuses.
Tsumegeri Guards
STR: 12, DEX: 12, CON: 14, INT: 10, WIS: 10, CHA: 10
HP: 15
DR: 2
Land: 30
Swim: 20
Skills: Weapon Attack (+8), Defense (+7), Fortitude (+9)
Feats: Power Attack, Lunge
Hyota’s Sword (1st Guard): 1d8+1, 20, x2
Brahm’s Pole-arms (2nd Guard): 1d6+1, 20, x2 (Has Two-Weapon Fighting)
Arrow’s Two-Handed Sword (3rd Guard): 1d8+1, 20, x2
Barrel’s Two-Handed Axe (4th Guard): 1d10+1, 20, x2
Hero Water: By drinking Hero Water, the Tsumegeri Guards can simulate the effect of Mighty
Rage. Once their Rage ends, they die immediately. They also gain +10 Movement.
Koza
STR: 10, DEX: 12, CON: 8, INT: 10, WIS: 8, CHA: 14
HP: 8
DR: 1
Land: 30
Swim: 20
Skills: Weapon Attack (+7), Ranged Shot (+6), Defense (+6), Diplomacy (+11)
Feats: Partner in Crime, Skill Focus (Diplomacy), Dodge
Sword: 1d6+1, 20, x2
Pistol: 1d4+1, 20, x2
Jaya Arc
Masira
STR: 16, DEX: 12, CON: 16, INT: 8, WIS: 12, CHA: 6
HP: 13
DR: 1
Land: 30
Swim: 40
Skills: Unarmed (+7), Defense (+5), Fortitude (+6), Engineering (+8)
Feats: Skill Focus (Engineering), Blooded, Ship Breaking, Offensive Dismantling
Unarmed: 1d6+3, 20, x2
Monkey Punch: Once per day, Masira can attack as a full-round action. This deals 1d6 extra
damage.
Monkey Lunge: When flanking with Shoujo, both can hold their action to the last person in the
initiative. By both spending a full-round action, their next attack recieves a +2 and both deal 1d6
extra damage.
Shoujou
STR: 16, DEX: 12, CON: 16, INT: 8, WIS: 12, CHA: 6
HP: 13
DR: 1
Land: 30
Swim: 40
Skills: Unarmed (+7), Defense (+5), Ranged Shot (+6), Engineering (+8)
Feats: Blooded, Abuse, Skill Focus (Engineering), Naval Engineering, Seamless Repairs
Unarmed: 1d6+3, 20, x2
Search Sonar: When underwater, Shoujou’s Spot and Listen checks recieve a +10.
Havoc Sonar: Reflex Save (DC 14), deals 2d6 sonic damage, Range of 20 ft.
Monkey Lunge: When flanking with Masira, both can hold their action to the last person in the
initiative. By both spending a full-round action, their next attack recieves a +2 and both deal 1d6
extra damage.
Montblanc Cricket
STR: 8, DEX: 16, CON: 16, INT: 10, WIS: 12, CHA: 8
HP: 15
DR: 2
Land: 30
Swim: 60
Skills: Unarmed (+9), Defense (+9), Engineering (+10), Diplomacy (+6)
Feats: Run, Bodyguard, Launch, Combat Throw, Skill Focus (Engineering)
Unarmed: 1d6+3, 20, x2
“Big Knife” Sarquiss
STR: 10, DEX: 16, CON: 8, INT: 12, WIS: 8, CHA: 12
HP: 15
DR: 1
Land: 30
Swim: 20
Skills: Weapon Attack (+9), Defense (+9), Intimidate (+7), Tumble (+9)
Feats: Haste, Wicked Strike, Dodge, Improved Disarm
Kukri: 1d6+3, 19-20, x2
Big Chop: When Sarquiss lands a crit with his Kukri, he can immediately inflict his Wicked
Strike.
Ganfall
STR: 8, DEX: 16, CON: 10, INT: 10, WIS: 18, CHA: 14
HP: 40
DR: 8
Land: 30
Swim: 20
Skills: Weapon Attack (+15), Defense (+15), Reflex (+15), Hide (+15), Move Silently (+15),
Diplomacy (+13), Ride (+15), Jump (+11)
Feats: Improved Sunder, Iron Skin, Lunge, Power Attack, Dodge, Armored, Hunker Down, All
Sky Knight Feats
Lance: 1d8+5, 20, x2
Impact Dial in gauntlet: 1d4+3+1d8 damage (DRless), Uses Weapon Attack
Pierre
STR: 12, DEX: 16, CON: 12, INT: 4, WIS: 8. CHA: 2
HP: 25
DR: 5
Size: Large
Land: 30
Swim: 0
Sky: 40
Skills: Unarmed (+12), Reflex (+12), Defense (+12), Fortitude (+9), Spot (+9)
Feats: Bite (DF Only)
Beak: 1d4+3, 19-20, x2
Bite: 1d6+3 (Fortitude Save of DC 14 or the opponent is pinned)
Trample: Pierre may use his Beak damage in Horse Form while moving without stopping.
Horse Form: While in Horse Form, Pierre gains +10 speed in both Land and Sky speeds. He
can also perform a bite attack according to the Feat.
Conis and Pagaya should be built as Low-Level Pirates, Conis carrying a Burn Bazooka and
three random dials and Pagaya possessing a Waver. Conis also has a +9 to playing the Harp.
Shandian Warriors
Raki
STR: 8, DEX: 14, CON: 10, INT: 14, WIS: 12, CHA: 14
HP: 25
DR: 5
Size: Medium
Land: 30
Swim: 20
Skills: Ranged Shot (+10), Defense (+10), Reflex (+10)
Feats: Dodge, Point-Blank Shot, Aim, Lock-On, Multi-Shot, Dial Mastery
Rifle: 2d6+2, 19-20, x2
Shield: When taking a full-defense action, you gain an additional +1 to your Defense roll.
Braham
STR: 10, DEX: 18, CON: 8, INT: 10, WIS: 14, CHA: 10
HP: 35
DR: 5
Size: Medium
Land: 30
Swim: 20
Skills: Ranged Shot (+13), Defense (+13), Tumble (+13), Reflex (+13)
Feats: Two-Weapon Fighting, Shadow Shot, Multi-Shot, Lightning Reflexes, Run, Mobility,
Quick Draw, Eagle Eye
Pistols: 1d8+4, 19-20, x2 (Target must roll a reflex save of DC 15 or be blinded)
Kamakiri
STR: 14, DEX: 8, CON: 14, INT: 10, WIS: 12, CHA: 8
HP: 35
DR: 5
Size: Medium
Land: 30
Swim: 20
Skills: Weapon Attack (+13), Defense (+11), Fortitude (+13), Ride (+11)
Feats: Rage, Bloodlust, Heavy Strikes, Battle Cry, Windup
Burn Blade: 1d4+1d6+4 fire damage, 19-20, x2
Spear: 1d8+6, 20, x2
Jet Ski: Gives a Sky Speed of 50
Wyper
STR: 14, DEX: 8, CON: 18, INT: 10, WIS: 8, CHA: 12
HP: 45
DR: 6
Size: Medium
Land: 30
Swim: 20
Skills: Ranged Shot (+14), Weapon Attack (+14), Unarmed (+14), Defense (+12), Fortitude
(+16), Intimidate (+12)
Feats: Blooded, Iron Skin, Armored (Stance), Bloodlust (Stance), Shield Bash, Shield Rush
Burn Bazooka: 1d8+1d8+2 fire damage, 20, x2 (Can equip with one of 3 carried Breath Dials to
instead deal 4d8 fire damage)
Seastone Shooters: 1d8+2 water damage, 19-20, x2 (Cancels DF powers while in contact),
allows flight speed of 30
Shield: When taking a total defense action, Wyper gains an additional +2 to his Defense.
Reject Dial: 2d20 damage, deals same amount to Wyper
Nola
STR: 20, DEX: 10, CON: 18, INT: 6, WIS: 10, CHA: 2
HP: 60
DR: 8
Size: Huge
Land: 50
Swim: 30
Skills: Unarmed (+17), Defense (+17), Fortitude (+17), Reflex (+17)
Poisonous Bite: 1d8+8, 20, x2, Fortitude Save (DC 17) or take 1d6 poison damage over 1d6
turns
God’s Army
White Berets
STR: 10, DEX: 14, CON: 8, INT: 8, WIS: 8, CHA: 8
HP: 15
DR: 2
Land: 30
Swim: 20
Skills: Unarmed (+8), Defense (+8)
Feats: Dodge
Unarmed: 1d6+2, 20, x2
Milky Arrow: Allows a Sky Speed of 40. Three White Berets can force a Will Save (DC 12) to
daze up to two targets.
Captain McKinley
STR: 10, DEX: 14, CON: 8, INT: 8, WIS: 10, CHA: 14
HP: 20
DR: 2
Land: 30
Swim: 20
Skills: Unarmed (+8), Defense (+8), Reflex (+8), Diplomacy (+8), Sense Motive (+8)
Feats: Dodge, Judge Opponent
Unarmed: 1d6+2, 20, x2
Milky Arrow: Allows a Sky Speed of 40. Three White Berets can force a Will Save (DC 12) to
daze up to two targets.
Divine Squad
STR: 10, DEX: 14, CON: 10, INT: 8, WIS: 8, CHA: 8
HP: 18
DR: 2
Land: 30
Swim: 20
Skills: Weapon Attack (+9), Defense (+9), Reflex (+9)
Feats: Dodge, Power Attack
Staff: 1d8+2, 19-20, x2
Divine Soldiers
STR: 12, DEX: 16, CON: 12, INT: 8, WIS: 8, CHA: 8
HP: 20
DR: 2
Land: 30
Swim: 20
Skills: Unarmed (+9), Defense (+9), Fortitude (+5)
Feats: Dodge, Improved Trip
Unarmed: 1d4+3, 20, x2
Axe Dial: 1d4+1d4+5, 20 ft. range
Shooters: Gains a 30 ft. Sky Speed
Fuza
STR: 10, DEX: 16, CON: 14, INT: 8, WIS: 8, CHA: 8
HP: 30
DR: 4
Land: 20
Swim: 20
Sky: 50
Skills: Ranged Shot (+10), Unarmed (+10), Defense (+11)
Fire Breath: Reflex Save (DC 17) or take 2d6 fire damage
Beak: d4+3, 20, x2
Ohm
STR: 16, DEX: 14, CON: 14, INT: 12, WIS: 10, CHA: 8
HP: 65
DR: 8
Land: 30
Swim: 20
Skills: Weapon Attack (+17), Defense (+17), Reflex (+17), Fortitude (+16), Initiative (+17), Spot
(+14), Tumble (+17)
Feat: Blade Guard, Blade Counter, Power, Cleave, Quick Slash, Rapid Strikes, Downward
Thrust, Mantra (Skypiean)
Eisen Whip: 2d6+3, 19-20, x2, Range of 90 feet
Eisen Back: Ohm can take a full-round action to gain 10 DR til his next turn.
Eisen Fan: Ohm’s whip’s 90 foot range becomes a 30 foot cone.
Eisen Fork: Ohm can now target up to three targets within a 50 ft. range.
Eisen Fleuret: Ohm’s range becomes 180 ft. but his damage becomes 1d6+3 instead.
Ordeal of Iron: Ohm’s arena is coated in Iron Cloud traps. If someone steps on one, a Reflex
save (DC 19) is required. If failed, they take 4d6 slashing damage.
Holly
STR: 18, DEX: 12, CON: 18, INT: 4, WIS: 4, CHA: 4
HP: 40
DR: 5
Land: 40
Swim: 20
Skills: Unarmed (+14), Defense (+14), Reflex (+14), Initiative (+14)
Feats: Aggressive (Stance), Roundhouse Kick, Warp Punch, Pummel, Beatdown
Unarmed: 1d10+4, 19-20, x3
Bite: 2d8+4, 20, x2
Enel
STR: 16, DEX: 16, CON: 16, INT: 14, WIS: 18, CHA: 14
HP: 108
DR: 10
Land: 30
Swim: 0
Skills: All Attack Skills (+20), All Saves (+20), Initiative (+20), Jump (+20), Intimidate (+20),
Knowledge (Skypiea) (+20), Diplomacy (+20), Sense Motive (+20), Bluff (+20), Concentration
(+20)
Feats: Kenbushoku Haki, Sorcery (Stance), Static Touch, Chain Shock, Unstable Charge,
Optimism, Improved Trip, Improved Grapple, Combat Expertise, Flurry of Blows, Dodge,
Improved Feint, Uncanny Dodge, Improved Uncanny Dodge, Thunderbolt, Thunderstorm
Unarmed: 1d6+1d8 (Electric damage)+3, 20, x2
Pole: 1d8+1d10 (Electric damage) +3, 19-20, x2
Lightning Body: Enel is immune to all physical and conductive elemental attacks. He can move
up to 60 ft. through conductive materials.
1-200 Million Volt Bari: Enel can perform this attack between a different amount of time for
each level he increases it by.
1: 3d6 electric damage, can use at any time
10: 4d6 electric damage, can use between 2 turns
50: 5d6 electric damage, takes 3 turns to recharge
100: 6d6 electric damage, takes 4 turns to recharge
Max 200: 7d6 electric damage, takes 5 turns to recharge
This is a standard action and a full-round action 100 and up. It has a range of 60 ft.
Sango: Enel forces a Reflex Save (DC 20) in a 90 ft. cone and deals 5d6 electric damage.
El Thor: Enel expands the range of his Thunderbolt feat to the entire range of Skypiea.
Kari: Enel can make an Unarmed attack against any ranged or elemental attack (DC’s are used
as normal, Ranged Shots are made against his Unarmed). If he exceeds it, the attack is
canceled. He can do this 3x in a round.
30 Million Hino: Enel can hit up to 3 targets with a Reflex Save (DC 20) and deal 5d6 electric
damage. This can be done in a 100 ft. range.
Kiten: Enel can hit one target in a 120 ft. range with 6d6 electric damage with a Ranged Shot v
Defense roll.
60 Million Volt Julunggul: Enel attacks all targets in a 90 ft. line with a Reflex Save (DC 21)
that deals 6d6 electric damage if failed.
Raigo: This is only usable in the Ark Maxim. Enel deals 10d20 electric damage to an entire
island or region.
Gloam Padding: Enel can melt metal into different shapes. He can make his pole deal slashing,
bludgeoning, fire, or piercing damage. He can also force a Reflex Save (DC 18) and entangle
his opponent if failed if he has access to metal or they are near metal.
Shinzo Massage: Enel can (once per day) revive himself from death with ¾ HP.
Max 200,000,000 Volt Amaru: Enel can take this form as a standard action. He increases his
STR, DEX, and CON by +6 and gains HP appropriately. His size becomes Huge and all attacks
gain a +10 ft. reach. All electric damage is increased by 1d6 and all attacks gain a +4 to hitting
him.
Long Ring Long Land
Allies
Tonjit
STR: 10, DEX: 10, CON: 14, INT: 8, WIS: 10, CHA: 6
HP: 12
DR: 0
Land: 30
Swim: 20
Skills: Ranged Shot (+4), Defense (+4), Balance (+4), Fortitude (+4), Ride (+4), Sense Motive
(+4), Diplomacy (+2)
Feats: Athletic
Musket: 1d4, 20, Range of 20 feet
Stilts: Tonjit can prepare his stilts as a standard action. If done, Tonjit can reach up to 10 feet
above him and his movement speed increases by 5 feet. Tonjit can increase the size of his stilts
as a movement action. If done, Tonjit can reach an additional 5 feet than previously able to.
Every 2 times he increases the size of his stilts, his movement speed increases by 5 feet. Each
time Tonjit increases his stilt’s size, he must make a Balance check (DC 8 at start, +2 every time
he increases them again). If passed, he can continue to use his stilts. If failed, Tonjit falls and is
knocked prone for rounds equal to every time he increased his stilt’s size.
Shelly
STR: 8, DEX: 12, CON: 10, INT: 4, WIS: 4, CHA: 4
HP: 8
DR: 0
Land: 40
Swim: 20
Skills: Unarmed (+2), Defense (+2)
Feats: None
Hooves: 1d4, 20, Melee
Long Limbed Horse: Shelly has a 10 ft. reach but takes a -2 on Fortitude Saves. Eat a carrot.
Foxy Pirates
Porche
STR: 8, DEX: 16, CON: 12, INT: 6, WIS: 6, CHA: 10
HP: 30
DR: 3
Land: 30
Swim: 20
Skills: Weapon Attack (+10), Defense (+10), Reflex (+10), Initiative (+10), Ride (+13)
Feats: Dodge, Skill Focus (Ride)
Cutie Baton: 1d6+3 piercing, 19-20, Melee
Ohana Shuriken: 1d8, 20, Range of 25 feet
Ohana Saimin: Forces a WIL or CON save of DC (16). If failed, the target is dazed for 1d4
rounds.
Monda
STR: 14, DEX: 14, CON: 12, INT: 4, WIS: 4, CHA: 4
HP: 40
DR: 5
Land: 5
Swim: 40
Skills: Unarmed (+12), Defense (+12)
Feats: None
Bite: 1d8+2, 20, Melee
Two-Fish Engine: Can only be used in combination with Capote’s ability. This takes a standard
action to use. Capote and Monda will temporarily be treated as the same creature. Monda’s
swim speed increases by 20 feet.
Capote
STR: 16, DEX: 12, CON: 14, INT: 6, WIS: 6, CHA: 10
HP: 35
DR: 4
Land: 30
Swim: 30
Skills: Unarmed (+11), Defense (+11), Fortitude (+11), Ride (+14), Trapping (+8)
Feats: Power Attack, Rage, Skill Focus (Ride)
Unarmed: 1d6+3, 20, Melee
Shockwave: 1d8+1, 19-20, Range of 20 feet, Can destroy Obstacles automatically with a HP of
6 or lower
Two-Fish Engine: Can only be used in combination with Monda’s ability. This takes a standard
action to use. Capote and Monda will temporarily be treated as the same creature. Monda’s Bite
attack increases it’s damage by 1d8 on a charge.
Hamburg
STR: 18, DEX: 8, CON: 16, INT: 6, WIS: 6, CHA: 6
HP: 55
DR: 6
Size: Large
Land: 30
Swim: 20
Skills: Unarmed (+14), Weapon Attack (+14), Defense (+9), Fortitude (+13), Intimidate (+8),
Diplomacy (+8)
Feats: Power Attack, Rage, Aggressive, Abuse, Two-Weapon Fighting (No Negative)
Unarmed: 1d6+4, 20, Melee
Twin Clubs: 1d8+4, 20, Melee
Gorilla Throw: Hamburg can throw an item or person up to one size smaller within his hands
than him up to 30 feet away from him as a movement action.
Hamburger Hammer: If both Hamburg and an opponent are in the air and in melee range,
Hamburg may make an attack. If successful, Hamburg deals double the fall damage. This is a
standard action normally but if done in succession with Super Roller Coaster, this is a free
action.
Size Attack S-M-L: If Hamburg performs Hamburger Hammer successfully, he may instead aim
the target at Pickles if within 30 feet of his current airborne position. Pickles may make an
immediate action to knock the target away (up to 30 feet), dealing his unarmed damage
automatically. Big Pan may then (if within melee range) knock the target into the ground with an
Unarmed attack (the opponent treated as flat-footed). If hit, the target takes double his Unarmed
damage and is knocked prone.
Pickles
STR: 16, DEX: 12, CON: 12, INT: 6, WIS: 6, CHA: 6
HP: 50
DR: 6
Land: 30
Swim: 20
Skills: Unarmed (+13), Weapon Attack (+13), Defense (+10), Fortitude (+11), Tumble (+10),
Jump (+12)
Feats: Athletic, Power Attack, Improved Bull Rush, Aggressive (Stance)
Unarmed: 1d6+3, 19-20, Melee
Spiked Pauldrons: Increases Unarmed damage by 1 die size and +2 damage and switches to
piercing damage.
Swords: 1d8+3, 19-20, Melee
Sling Tackle: Can be performed as a part of a charge (using up a full-round action). If the
attack is successful, the target is also knocked back up to 15 feet along with taking normal
unarmed damage.
Spinning Tackle: Pickles may knock one ally up to 30 feet in the air as a movement action
(from up to 60 feet away). If done in succession with Super Roller Coaster, this is a free action.
Ningen Taiho: This is a joint full-round action with Big Pan. Pickles is spat out at a range of 30
feet using Big Pan’s Unarmed Strike. If the attack is successful, apply the effects of Sling Tackle
and double the damage.
Big Pan
STR: 20, DEX: 6, CON: 18, INT: 6, WIS: 6, CHA: 4
HP: 60
DR: 7
Size: Huge
Land: 20
Swim: 40
Skills: Unarmed (+15), Weapon Attack (+15), Defense (+7), Fortitude (+14)
Feats: Power Attack, Penetrating Strike, Lunge, Flurry of Blows
Unarmed: 1d8+5, x20, Melee
Axe: 1d10+5, x20, Melee
Big Pans: While equipped, Big Pan (when a successful Unarmed attack is made) may initate a
grapple attempt. If the grapple succeeds, he automatically deals 1d6 DRless crushing damage
per turn.
Punk Pass: Big Pan can throw an item or person up to one size smaller within his hands than
him up to 45 feet away from him as a movement action.
Punk Receive: Big Pan may throw one ally up to 40 feet in the air as a movement action.
Too Bad Dance: Big Pan may go double his movement in a circle. If successful, all targets
within 40 feet of his starting position must make a Reflex save (DC 14). If failed, the targets are
shaken.
Super Roller Coaster: Big Pan may target one enemy in melee range. They must make a
Reflex Save (DC 20). If failed, the target is knocked up to 45 feet in the air.
Punk Attack: Big Pan can (after Hamburg is knocked into the air or is in it) make an immediate
action and jump to his position. Hamburg is then thrown an additional 30 feet.
Foxy
STR: 16, DEX: 18, CON: 8, INT: 12, WIS: 14, CHA: 14
HP: 75
DR: 8
Land: 45
Swim: 20
Skills: Unarmed (+16), Defense (+17), Ranged Shot (+17), Initiative (+17), Reflex (+17),
Fortitude (+12), Trapping (+14), Sleight of Hand (+17), Hide/Move Silently (+17), Concentration
(+12), Disguise (+14)
Feats: Aggressive (Stance), Pummel, Beatdown, Abuse, Crouching Tiger, Sucker Punch, Flurry
of Blows, Sneak Attack, Improved Flurry of Blows, Cheap Shot, Dodge, Improved Speed (x3)
Unarmed: 1d6+4, 19-20, Melee
Spiked Boxing Gloves: 1d6+4 piercing, 18-20, Melee
Dead Hit-Kun: 1d8+4 bludgeoning, 20, Range of 30 feet
Noro Noro Beam: Foxy fires a 30 foot beam over a straight line as a standard action. This
forces a Reflex save (DC 20). If failed, all targets within the line may only take either a
movement or standard action for 1d4 round and are treated as flat-footed. Foxy’s attacks no
longer deal damage. All attacks he makes on a slowed-down target are inflicted at once and all
damage is calculated as one attack.
Mirror Racket: If Foxy misses his Noro Noro Beam, he may spend his movement action (if
available) to move in front of his beam and reflect it back. This is treated as firing it a second
time.
Noro Noro Beam Sword: Foxy can form this sword as a standard action. He may use this
weapon to inflict the dazed or slowed using an Unarmed Attack.
Gorilla Puncher 13: Foxy’s movement speed becomes 30 as he rides this giant gadget. The
Gorilla Puncher has 30 HP and a Hardness of 3. The Gorilla Puncher automatically uses Flurry
of Blows on a charge, dealing 1d6+5 damage on each hit. Foxy can spend a movement action
to make these punches fire damage instead.