DANNY

pure Revised 2nd Edition version

Race: Human
Alignment: chaotic neutral
Place of origin: Fordinchuarlikomfterrablaxxuuuuuchh'chh'chh-pt
Birth date: 12 years after the IUDC
Hair color: jet black
Eye color: blue
Sex: M
Relations: Son of Ringman and Izabella; brother of Sheila; half-brother of Ridiculous Sword, Disgusting Sword, and Gross Sword; half-uncle of Unbelievable Sword.
Place of residence: Ringman and Izabella's house
City of residence: North Fliedershire

Character Abilities:
Strength: 25*
Intelligence: 25
Wisdom: 25
Dexterity: 25
Constitution: 25
Charisma: 25
Character class: weapons master
Experience level: 3000th

Movement:
Base movement rate on foot: 24 (boots of speed)
permanent potion of speed at 150% effectiveness: x2.5@
Danny's Artifact Long Sword (27:4): x2*
Danny's Artifact Bracer of Defense (27:4): x2*
Movement rate on foot after adjustments: 240
Movement rate on foot inside an anti-magic shell: 48

Saving Throws:
Base saves:
   Paralyzation, Poison, or Death Magic: 3
   Rod, Staff, or Wand: 4
   Perification or Polymorph: 4
   Breath Weapon: 4
   Spell: 5
   Evocation spells that normally allow no saving throw: 18
   Other spells that normally allow no saving throw: 20
   Poison that normally allows no saving throw: 13
General adjustments:
   +30* from 31:12
   +1# from being a weapons master
   +3 (in a 5' radius) from ring of protection
   +1 from stone of good luck
   +5 from cloak of protection
   +1* from luck blade power of Danny's Artifact Longsword
   +10 from 10 short swords +1, luck blade
   +3@ from permanent potion of invulnerability at 150% effectiveness
   vs. spell: +2 from scarab of protection
Saves after general adjustments:
   Paralyzation, Poison, or Death Magic: -51
   Rod, Staff, or Wand: -50
   Perification or Polymorph: -50
   Breath Weapon: -50
   Spell: -51
   Evocation spells that normally allow no saving throw: -38
   Other spells that normally allow no saving throw: -36
   Poison that normally allows no saving throw: 13
Special Adjustments: +6 vs. Dexterity-based saves#, +4 vs. will force#, +6 vs. fire (permanent potion of fire resistance at 150% effectiveness)@, +4 vs. fire (ring of fire elemental command), +4 vs. fire (33:14)*, -2 vs. fire, petrification, water, cold, and electricity (rings of elemental command), +4 vs. evocation spells that normally allow a saving throw (gem of retaliation), +2 vs. cold (ring of warmth), +4 vs. poisons that don't have a minus to their saving throws (periapt), poisons with a minus to their saving throws are saved against without the minus (periapt).
(# = saving throw adjustment is not bestowed by magical means)
(@ = saving throw adjustment is bestowed by a permanent potion)
(* = saving throw adjustment is bestowed by an Artifact)

Magic resistance (source): 30% (amulet), +200% (24:12)*; TOTAL: 230%.
(* = magic resistance is bestowed by an Artifact)

Adjustments to special damage received:
Fire or heat damage (source):
   -3 from each die of damage (permanent potion of fire resistance at 150% effectiveness)@
   -2 from each die of damage (ring of fire elemental command)
   Reduced by 50% (33:14)*
Cold damage (source):
   -1 from each die of damage (ring of warmth)
   Reduced by 50% (fur of warmth)
Dragon breath (source):
   Reduced by 50% (ring of resistance to breath weapons)

Immunities:
   Immunities bestowed by artifacts (table:entry): normal cold (24:11), normal fire/heat (33:14), gas (24:5), electricity (24:15), level draining (24:16), illusions (24:17), polymorph/shape changing (24:19), petrification (24:20), poison (24:13), paralysis/hold (24:10), magical fear (24:4), mental magic (24:9), psionics (24:8), magic missiles (24:7).
   Immunities bestowed by permanent potions: acid.
   Immunities bestowed by other magical means (source): charm, suggestion, non-dragon breath weapons (ring of resistance to breath weapons).
   Immunities to magic bestowed by wisdom score: cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, fear, charm monster, confusion, emotion, fumble, suggestion, chaos, feeblemind, hold monster, magic jar, quest, geas, mass suggestion, rod of rulership, antipathy/sympathy, death spell, mass charm.
   Other immunities not bestowed by magical means (source): illusions through 7th level (intelligence).

Languages: common, thieves' cant, druid, brownie, beastlands, centaur, dryad, elvish, faun, gnomish, all dragon, all giant, lizard man, manticore, nixie, pixie, sprite, Esperanto, treant,

Psionics (Wild Talents):

Non-weapon proficiencies known: all 61 from the PHB, plus the 4 from The Complete Psionics Handbook
Total wealth as coins/gems: originally 1,495,600,000.
Total experience points "earned": 1,495,600,000 plus whatever 373 1st Edition centaurs and 9 2nd Edition centaurs are worth.

Permanent spells: comprehend langauges, detect disease, detect evil, detect good, detect invisibility, detect life, detect magic, infravision, past life, protection from cantrips, protection from evil, protection from good, protection from hunger and thirst, protection from normal missiles, protection from paralysis, read magic, tongues, and unseen servant.

Permanent Potions: [all at 150% effectiveness, if applicable]
     all animal control, clairaudience, clairvoyance, evil dragon control, good dragon control, ESP, fire resistance, flying, hill giant control, stone giant control, frost giant control, fire giant control, cloud giant control, storm giant control, storm giant strength, elf half-elf and human control, humanoid control, invulnerability, levitation, oil of slipperiness, philter of persuasiveness, plant control, polymorph self, speed, treasure finding, ghast control, ghost control, ghoul control, shadow control, skeleton control, spectre control, wight control, wraith control, vampire control, zombie control, water breathing, fire breath, rainbow hues, oil of acid resistance, oil of fire elemental invulnerability, oil of air elemental invulnerability, oil of earth elemental invulnerability, oil of water elemental invulnerability, ventriloquism, vitality, and elasticity.


Danny's combat capabilities

Pure Revised 2nd Edition


Weapon proficiencies and specializations:
Total weapon proficiency slots: 1001
Weapons of grand mastery (quadruple specialization):

   blowgun             composite long bow  composite short bow  short bow
   hand crossbow       heavy crossbow      light crossbow       dart
   harpoon             javelin             heavy horse lance    light horse lance
   jousting lance      falchion            rapier               sabre
   medium horse lance  mancatcher          awl pike             bardiche
   bec de corbin       bill-guisarme       fauchard             fauchard-fork
   glaive              glaive-guisarme     guisarme             guisarme-voulge
   halberd             hook fauchard       lucern hammer        military fork
   partisan            ranseur             spetum               voulge
   sling               staff sling         two-handed sword     trident
   ballista            bola                net                  long spear
   battle axe          club                dagger               footman's flail
   footman's mace      footman's pick      hand axe             horseman's flail
   horseman's mace     horseman's pick     knife                morning star
   quarterstaff        scourge             sickle               spear
   bastard sword       broad sword         khopesh              long sword
   scimitar            short sword         warhammer            whip
   katana              maul                mattock              rod
   belaying pin        cestus              chain                parrying dagger
   gaff/hook           lasso               main-gauche          sap
   stiletto            claymore            cutlass              drusus
   long bow
Fighting styles of specialization: two-weapon style (2nd slot), one-handed weapon style, two-handed weapon style, missile or thrown weapon style.
Non-specialized weapons of proficiency (+ unused slots): 572

Armor Class:
BASE: conscious: A.C. -1002# (weapons master); unconscious: A.C. 2* (Danny's Artifact Bracer of Defense)
   dexterity defensive adjustment: NONE
   ring of protection: +6
   cloak of protection: +5
   Danny's Artifact Bracer of Defense: +100 000*
   Danny's Artifact Longsword: +2*
   permanent potion of invulnerability at 150% effectiveness: +3@
   boots of speed: +2 (when fast movement is possible)
TOTAL: AC -101 020 conscious, A.C. -100 014 unconscious
   inside an anti-magic shell: AC -101 004 conscious, A.C. -100 000 unconscious
   versus good: +2
   versus evil: +2
   while parrying (weapons master level / 2 + 1): +1501#
   left defender, vs. melee weapon, up to: +6* (must be conscious)
   right defender, vs. melee weapon, up to: +6* (must be conscious)
(# = armor class adjustment is not bestowed by magical means)
(@ = armor class adjustment is bestowed by a permanent potion)
(* = armor class adjustment is bestowed by an Artifact)

THAC0:
Base THAC0: -2979
To-hit adjustments:
   +6* from weapon's plus
   +5# at range from dexterity (also in melee with weapon of proficiency)
   +7# in melee from strength
   +3 in melee with weapon of thunderbolts (from gauntlets of ogre power)
   +1# in melee with weapon of specialization
   +2# in melee with weapon of double specialization
   +50 000* from Artifact Bracer of Defense (22:2, 50000 times)
(# = to-hit adjustment is not magical in nature)
(* = to-hit adjustment derives from an Artifact)
Total to-hit adjustments and resulting THAC0s:
   +6 double-specialized melee weapon of thunderbolts: +50 024 (THAC0 = -53 003)
   specialized melee weapon of thunderbolts: +50 016 +plus (THAC0 = -52 995 -plus)
   proficient melee weapon of thunderbolts: +50 015 +plus (THAC0 = -52 994 -plus)
   double-specialized melee weapon: +50 015 +plus (THAC0 = -52 994 -plus)
   specialized melee weapon: +50 013 +plus (THAC0 = -52 992 -plus)
   other proficient melee weapon: +50 012 +plus (THAC0 = -52 991 -plus)
   +6 ranged weapon: +50 011 (THAC0 = -52 990)
THAC0s with all melee weapons of thunderbolts are worsened by 3 inside an anti-magic shell.

Damage adjustments:
   x2 damage dice* with any weapon of thunderbolts
   +6* from weapon's plus
   +14# in melee or with missiles (other than crossbows and bows that aren't specially made) from strength
   +6 in melee with weapon of thunderbolts (from gauntlets of ogre power)
   +18@ with hand-held or thrown weapons from permanent potion of storm giant strength at 150% effectiveness
   +1500# in melee with proficient weapon from weapons master level
   +2# in melee with weapon of specialization
   +1# in melee with weapon of double specialization/mastery
   next higher sized damage dice# in melee with weapon of quadruple specialization/grand mastery
(# = damage adjustment is not magical in nature)
(@ = damage adjustment derives from a permanent potion)
(* = damage adjustment derives from an Artifact)
Totals:
   +6 double-specialized melee weapon of thunderbolts: +1547
   specialized melee weapon of thunderbolts: +1540 +plus
   proficient melee weapon of thunderbolts: +1538 +plus
   double-specialized melee weapon: +1535 +plus
   specialized melee weapon: +1534 +plus
   other proficient melee weapon: +1532 +plus
   +6 thrown weapon: +36
   +6 specially-made bow: +20 +arrow's plus
   other +6 ranged weapon: +6
Damage adjustments with all weapons of thunderbolts are reduced by 24 inside an anti-magic shell.  Damage adjustments with all other weapons are reduced by 18 inside an anti-magic shell.

Melee attacks per round:
Base against creatures with less than 1 hit die: 3000
Base with a melee weapon of grand mastery (quadruple specialization): 6
Base with other melee weapons of specialization: 5
Base with other melee weapons of proficiency: 4
Base with non-proficient melee weapons: 2 (1 in the off-hand)
Adjustments:
   x2 when wielding an artifact weapon (12:5).
   x2 when wielding an artifact weapon in the other hand (12:5).
   x2.5 from permanent potion of speed at 150% effectiveness.
   +1 with any weapon of speed (applied after all other adjustments).
Total attacks per melee round after adjustments:
   30 001 in each hand against creatures with less than 1 hit die with artifact weapons of speed .
   7500 in each hand against creatures with less than 1 hit die with other weapons.
   61 in each hand with artifact quadruple-specialized weapons of speed.
   15 in each hand with other quadruple-specialized weapons.
   12½ (25/2) in each hand with other specialized weapons.
   10 in each hand with other proficient weapons.
   5 in main hand with non-proficient weapons.
   2½ (5/2) in off hand with non-proficient weapons.
Inside an anti-magic shell, total attacks per melee round after adjustments:
   12 001 in each hand against creatures with less than 1 hit die with artifact weapons of speed.
   25 in each hand with artifact quadruple-specialized weapons of speed.

Hit points: 9126
Regeneration:
   1 h.p. per turn from constitution#
   1 h.p. per turn from ring of regeneration
   2 h.p. per turn from Danny's Artifact Bracer of Defense (31:8)*
   1 h.p. of cold damage/turn from ring of warmth
   x2 from Danny's Artifact Bracer of Defense (23:1)*
   1/2 melee attack damage from vampiric ring of regeneration.
All healing spells applied to him are doubly effective (23:19)*.


Danny's Items

Pure Revised 2nd Edition

(* indicates an artifact)



DANNY'S ARTIFACT LONG SWORD:* long sword +6, vorpal defender flame-tongue frost-brand sun luck blade of wounding, dancing, throwing, sharpness, thunderbolts, slaying everything (as in all of the arrows of the same name), life stealing, disruption, {dragon slayer vs. black, blue, brass, bronze, copper, gold, green, red, silver, and white dragons = "all dragon slayer"}, speed [a la Scimitar of], quickness, and nine lives stealer.  Intelligence 17, ego 84 (personality 101), speech and telepathy, read languages, read magic, chaotic-neutral alignment; 5 wishes.
Languages Spoken:

Red Dragon        Brass Dragon       Brownie          Shedu
Druid             Ki-rin             Elvish           Common
Thieves' Cant     Copper Dragon      Bronze Dragon
Extraordinary Powers:
  • heal twice per day
  • teleportation twice per day, 600 lbs. maximum, casting time 2
  • determine directions and depth four times per day
  • flying at 120 feet/turn for one hour per day
  • telekinesis twice per day, 250 lbs. maximum, one round per use.
    Special Purposes:
  • overthrow law: disintegrate [law] upon a hit
  • defeat good and evil: +2 to all saving throws, -1 to each die of damage sustained [from good or evil]
  • defeat/slay lawful-neutral: +2 to all saving throws, -1 to each die of damage sustained [from lawful-neutral]
  • defeat good and evil: disintegrate [good or evil] upon a hit
  • defeat non-human monsters: +2 to all saving throws, -1 to each die of damage sustained [from non-human monsters]
  • defeat good and evil: +2 to all saving throws, -1 to each die of damage sustained [from good or evil]
  • overthrow law: +2 to all saving throws, -1 to each die of damage sustained [from law]
  • defeat good and evil: disintegrate [good or evil] upon a hit.
    Artifact Powers and Effects: entry description
    Table 12: Combat: 1 cause paralyzation by touch (3/day)
    2initiative each combat round
    3constant blur
    5double attacks per round
    15 never struck from behind, no penalties fighting in darkness
    19 functions as a vampiric regeneration ring
    Table 14: Curses: 14 50% chance of geas when power used
    Table 16: Divination: 3 commune with a deity associated with artifact (1/week)
    5 contact other plane (1/week)
    Table 23: Healing: 5 cure blindness or deafness (3/day)
    7cure disease (3/day)
    Table 24: Immunities: 5 immune to gas
    4immune to magically caused fear
    Table 25: Major Spell-Like Powers: 14-17 cause serious wounds (3/day)
    Table 26: Minor Spell-Like Powers: 4-5 bless (7/day)
    40fear (3/day)
    Table 27: Movement: 4 double the normal overland movement rate
    Table 31: Personal Enhancement: 2 clairvoyance at will
    3clairaudience at will
    Table 33: Protections: 1 AC bonus of 2
    9constant mind blank
    Total: 20 artifact powers (curses don't count as powers).
    Total value: 493 000 g.p.



    DANNY'S ARTIFACT SHORT SWORD:* short sword +6, vorpal defender frost-brand flame-tongue sun blade of wounding, dancing, throwing, sharpness, thunderbolts, slaying everything, life stealing, disruption, all dragon slayer, speed [a la Scimitar of], quickness, and nine lives stealer.  Intelligence 17, ego 81 (personality 98), speech and telepathy, read languages, read magic, chaotic-neutral alignment.
    Languages Spoken:

    Goblin            Hobgoblin          Impish           Blink Dog
    Trollish          Lizard Man         Orcish           Common
    Dwarvish          Halfling           Kobold
    
    Extraordinary Powers and Special Purposes:
    Same as above.
    Artifact Powers and Effects: entry description
    Table 12: Combat: 5 double attacks per round
    Table 25: Major Spell-like Powers: 63-67 resurrection (1/week)
    Table 27: Movement: 4 double the normal overland movement rate
    15 teleport without error (1/day)
    Table 33: Protections: 3 cast anti-magic shell (1/day)
    9 constant mind blank
    Total: 6 artifact powers.
    Total value: 413 000 g.p.




    Other Weapons: maul of the titans +2, mattock of the titans +3, staff of striking +3 (25 charges), rod of lordly might (50 charges), rod of alertness, composite long bow +6, 10 short swords +1, luck blade with 5 wishes each.


    DANNY'S ARTIFACT BRACER OF DEFENSE:* AC 2 bracer of defense
    Artifact Powers and Effects: entry description
    Table 10: Abjurations: 13 constant minor spell turning (1d4 for max. level)
    16 constant repel insects, 10' radius
    20constant turn wood
    Table 13: Conjuration: 19 constant unseen servant
    Table 15: Detection: 1 +1 to surprise rolls
    4constant detect charm
    10 constant detect snares & pits
    16constant infravision
    11Detect stonework traps
    Table 17: Elemental Air: 17 constant zone of sweet air (10' radius)
    19 immune to Elemental Plane of Air's environment
    20 send messages like whispering wind (at will)
    Table 18: Elemental Fire: 13 immune to Elemental Plane of Fire's environment
    Table 19: Elemental Water: 12 immune to Elemental Plane of Water's environment
    18constant water walk
    Table 20: Elemental Earth: 5 constant detect gems
    17cast stoneskin (1/day)
    Table 21: Enchantment/Charm: 12 gaze imbued with constant cause fear
    Table 22: Fate and Fortune: 2 x50000 +1 to user's THAC0 each, total THAC0 bonus +50 000
    3 +1 to dicing for division of treasure
    4 improve gambling proficiency ability score by 1 point
    5 +1 to encounter reaction rolls
    6+1 to surprise rolls
    7-1 to initiative rolls
    8 once per game day, reroll any one die roll
    9 cause incredible coincidence once per week
    11always find suitable work
    12 never be completely destitute
    13 always have fair sailing winds
    14 never be the target of theft, unless they're after artifact
    15 merchants never overcharge the user
    16never get lost
    17 always sell goods at 50% greater than normal prices
    18never go hungry
    19 always appear innocent of crimes
    20 all spells cast by user operate at maximum effect
    Table 23: Healing: 1 constant accelerate healing
    19 all healing spells applied to user are doubly effective
    20 erase scars and disfigurements caused by battle (at will)
    Table 24: Immunities: 3 immune to all disease, normal and magical
    4 immune to magically caused fear
    5immune to all forms of gas
    6 immune to non-artifact charm- and hold-based effects
    7 immune to magic missile spells
    8 immune to all forms of psionics
    9 immune to all magical mental attacks
    10 immune to paralysis, hold, web, entangle, and the like
    11 immune to cold temperatures, +2 on cold saves
    12 x10 +20% magic resistance each, total +200%
    13 immune to all forms of poison
    14 immune to normal fire, +2 on magical fire saves
    15 immune to all forms of electrical attack
    16immune to energy draining
    17immune to illusions
    19 immune to polymorph and shape changing
    20immune to petrification
    Table 27: Movement: 4 double the normal overland movement rate
    Table 28: Offensive Powers: 7 Inflict equal damage on any non-spell damage inflicter
    Table 29: Nature: 7 Protect user as if a cloak of elvenkind were worn
    10 heightened sense — +1 to surprise rolls
    12 constant pass without trace
    Table 31: Personal Enhancement: 1 cast alter self at will
    2 cast clairaudience at will
    3 cast clairvoyance at will
    4 constant animal friendship
    5 deeppockets, regardless of what is worn
    6invisibility to undead
    7 constant protection from evil
    7 constant protection from good
    8regenerate 2 h.p./turn
    9 cast feign death at will
    10cast friends at will
    11 cast lasting breath at will
    12 x30 permanent +1 to saving throws each, total +30
    14 permanent comprehend languages at will
    15 permanent negative plane protection at will
    16 permanent speak with monsters at will
    17 permanent speak with animals at will
    18 permanent speak with plants at will
    19 permanent water breathing at will
    20 permanent ventriloquism at will
    Table 32: Planar: 15 Immune to the hostile environment of one plane
    20cast wish (1/month)
    Table 33: Protections: 1 x50000 AC bonus of 2 each, total AC bonus 100 000
    6constant feather fall
    9constant mind blank
    10 constant negative plane protection, no save necessary
    11 constant non-detection
    12 constant protection from normal missiles
    14 constant protection from fire
    Total: 100 126 artifact powers.
    Total value: 500 654 000 g.p.



    Rings: x-ray vision, regeneration, vampiric regeneration, shooting stars, swimming, air elemental command, earth elemental command, fire elemental command, water elemental command, protection +6/+1, protection +3 (5 foot radius), telekinesis (400 lbs. maximum), spell turning, free action, sustenance, truth, animal friendship, blinking, chameleon power, mind shielding, mammal control, jumping, shocking grasp, shocking grasp, and resistance to breath weapons.



    Other Magic Items:

    
    pearl of wisdom (DONE)                  cloak of protection +5
    boots of speed                          helm of telepathy
    boots of striding and springing         helm of teleportation
    two portable holes                      50 rods of cancellation
    periapt of proof against poison +4      cube of force (36 charges)
    10 lavender-&-green ioun stones         gem of insight (DONE)
    iridescent ioun stone                   rod of absorption (50/ 0)
    cloak of arachnida                      harp of charming                        
    pipes of the sewers                     cloak of displacement
    horn of blasting                        scarab of protection +2
    drums of panic                          gauntlets of dexterity (DONE)
    lyre of building                        gauntlets of ogre power
    dust of appearance (50 containers)      helm of brilliance
    dust of disappearance (50 flasks)       sphere of annihilation
    scarab versus all golems                scarab of uncertainty
    white powder philosopher's stone        fur of warmth
    5 crystalline salt philosopher's stones gem of retaliation
    amulet of magic resistance (30%, all)   stone of good luck (luckstone)
    glass of preserved words                book of infinite spells
    figurine of wondrous power (obsidian steed)  necklace of adaptation
    amulet of proof against detection and location
    

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