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.
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 bowFighting styles of specialization: two-weapon style (2nd slot), one-handed weapon style, two-handed weapon style, missile or thrown weapon style.
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 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 DragonExtraordinary Powers:
Artifact Powers and Effects: | entry | description |
---|---|---|
Table 12: Combat: | 1 | cause paralyzation by touch (3/day) |
2 | initiative each combat round | |
3 | constant blur | |
5 | double 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) |
7 | cure disease (3/day) | |
Table 24: Immunities: | 5 | immune to gas |
4 | immune 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) |
40 | fear (3/day) | |
Table 27: Movement: | 4 | double the normal overland movement rate |
Table 31: Personal Enhancement: | 2 | clairvoyance at will |
3 | clairaudience at will | |
Table 33: Protections: | 1 | AC bonus of 2 |
9 | constant mind blank |
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 KoboldExtraordinary Powers and Special Purposes:
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 |
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 | |
20 | constant turn wood | |
Table 13: Conjuration: | 19 | constant unseen servant |
Table 15: Detection: | 1 | +1 to surprise rolls |
4 | constant detect charm | |
10 | constant detect snares & pits | |
16 | constant infravision | |
11 | Detect 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 |
18 | constant water walk | |
Table 20: Elemental Earth: | 5 | constant detect gems |
17 | cast 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 | |
11 | always 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 | |
16 | never get lost | |
17 | always sell goods at 50% greater than normal prices | |
18 | never 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 | |
5 | immune 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 | |
16 | immune to energy draining | |
17 | immune to illusions | |
19 | immune to polymorph and shape changing | |
20 | immune 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 | |
6 | invisibility to undead | |
7 | constant protection from evil | |
7 | constant protection from good | |
8 | regenerate 2 h.p./turn | |
9 | cast feign death at will | |
10 | cast 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 |
20 | cast wish (1/month) | |
Table 33: Protections: | 1 x50000 | AC bonus of 2 each, total AC bonus 100 000 |
6 | constant feather fall | |
9 | constant 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 |
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.
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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