Character class: Monk
Experience Level: 17th
Secondary skill: trader/forester
Place of origin: Central Earth
Birth date: 23 years before the IUDC
Hair color: dark
Eye color: brown
Mannerisms: Sometimes he acts like David Carradine, sometimes he doesn't.
Place of residence: 250,000 g.p. monastery. Or maybe the small keep from the Deck of Many Things.
City of residence: someplace other than Town
Base movement base: 32"
Movement base adjustments: x2.5 from permanent potion of speed at 150% effectiveness, x2 from II:O.
Movement base after adjustments: 160"
Immunities: disease, haste, slow, poison, geas, quest, magic missiles, all forms of mental and psionic attack.
Languages: common, lawful neutral, hobgoblin, pixie, ogre mage, trollish, ki-rin,
Attack strength without adjustments: 162
Defense strength without adjustments: 162
Adjustments to psionic strength:
Weapons of proficiency: 9
Non-proficiency penalty: -3
Chosen weapons of proficiency: jo stick, club, dagger, light crossbow, hand axe, spear,
Armor worn: self
Condition of armor: well, what can I say?
Base Armor Class: -3
Armor Class adjustment due to dexterity: NONE
Armor Class adjustments due to magic:
Total wealth as coins/gems: 1,565,297 g.p.
Experience points: 3,312,988
Special monk abilities: speak with animals, speak with plants, ESP on him has a 4% chance of success, fake death, charms on him have a 10% chance of success, quivering palm, heal 12-15 hit points per day on himself, save vs. petrification to dodge missiles.
Permanent spells: comprehend langauges, detect evil, detect good, detect invisibility, detect magic, infravision, protection from evil, protection from good, protection from normal missiles, read magic, tongues, and unseen servant.
Permanent potions: all undead control#, clairaudience#, clairvoyance#,
evil dragon control#, good dragon control#, ESP#, fire resistance#, flying#,
philter of persuasiveness#, polymorph (self), speed#, treasure finding#,
and water breathing.
(# = at 150% effectiveness)
DHALVERON: +6 pair of gloves. Intelligence 17, ego 18 (personality 35), speech and telepathy, read languages, read magic, lawful-neutral alignment.
Languages Spoken: Lawful-Neutral, plus 2 others
Other Magic Weapons: +5 dagger, +1 dagger of venom, +3 light crossbow of accuracy, 20 +2 crossbow bolts, +3 hand axe, +3 spear, +5 jo stick, +2 club, +1 luck blade longsword (4 wishes).
The neutral Crown, Orb, and Scepter of Might:
|Artifact Powers and Effects:||entry||description|
|Table I: Minor benign powers:||OO||Ultravision when held or worn|
|(from crown)||GG||Protection +2 when held or worn|
|(from orb)||I||Create food and water — 1 time/day|
|(from orb)||GG||Protection +2 when held or worn|
|(from sceptre)||K||Darkness (5', 10', or 15' radius) — 3 times/day|
|(from 2)||GG||Protection +2 when held or worn|
|(from all 3)||TT||Wearer immune to magic missiles|
|Table II: Major benign powers:||UU||Weapon damage is +2 hit points|
|(from sceptre)||PP||true seeing — 1 time/day|
|(from 2)||O||Double movement speed (on foot)|
|(from all 3)||Y||Hold monster — 1 time/day|
|Table III: Minor malevolent effects:||A||Acne on possessor's face|
|(from orb)||V||Weight loss of 5-30 pounds|
|Table IV: Major malevolent effects:||H(jackals)||Item is powerless against and hates jackals, and when within 10" of any such creatures it forces its possessor to attack|
|Table V: Prime powers:||EE||Total immunity from all forms of mental and psionic attack|
|Table VI: Side effects:||M||User has short-duration super charismatic effect upon creatures of the same basic alignment — evil, good, neutral (chaotic, lawful, true) — so that they will willingly join and serve the character for 1-4, 2-8, or 3-12 turns (depending on how exact the alignment match is); thereafter the effect of the dweomer wears off and the creature(s) will no longer server due to realization of the enchantment and fear of it (and hostility is possible)|
|(from sceptre)||L||User has limited omniscience and may request the DM to answer 1 question per game day (answer is given with limitations set by the DM's discretion, with overall campaign factors and knowledge of player vs. player character overriding considerations)|
+6/+1 ring of protection healing water +3 ring of protection (5' radius) cube of force (36 charges) wand of illumination (89 charges) reverse eyes of petrification helm of brilliance carpet of flying (24") scarab of protection boots of striding and springing ring of x-ray vision ring of regeneration stone of good luck periapt of proof vs. poison +4 helm of telepathy gauntlets of dexterity (DONE) girdle of titan strength 5 dull gray orbiting ioun stones +5 cloak of protection vampiric ring of regeneration ring of telekinesis (400 lbs. max) amulet of proof against detection and location
20 crossbow bolts 20 silver crossbow bolts 39 torches backpack water skin w/ 1 qt. of water iron rations 250,000 g.p. monastery small keep tinder box 1 week of provisions
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