Character class: Paladin
Level: 20th
Race: Human
Alignment: lawful good
Place of origin: Central Earth
Birth date: 28 years before the IUDC
Hair color: blond
Eye color: blue
Sex: M
Height: 6'1"
Weight: 176 lbs, not including equipment
Mannerisms: outspoken, overconfident
Rival: Ringman
Place of residence: small castle
City of residence: the middle of a vast dry lakebed
Motto: "Live and let live — unless you don't agree with them!"
Base movement base: 12
Movement base with boots of speed: 24
Movement base adjustments: x2.5 from permanent potion of speed at
150% effectiveness.
Movement base after adjustments: 60
Character Abilities
Strength: 18/00, 25 with girdle of titan strength
Intelligence: 18
Wisdom: 19
Dexterity: 18, 19 with gauntlets of dexterity
Constitution: 19
Charisma: 18
Saving Throws
Paladin powers:
Resistances and Immunities (source):
Languages: common, nixie, kobold, dwarvish, gnome, halfling, druidic, orcish.
Psionics (Wild Talents):
Non-weapon proficiency slots: 16 (including 7 granted by his Intelligence
score)
Non-weapon proficiencies: set snares, animal lore, airborne riding (cost 2
slots), land-based riding,
Total wealth as coins/gems: 708,550 g.p.
Experience points: 3,818,183 (his +10% experience point bonus would raise
this to 4,200,001, but then he wouldn't be 20th level any more)
Permanent spells: comprehend langauges, detect disease, 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 animal control#, all undead control#,
clairaudience#, clairvoyance#, evil dragon control#, fire resistance#, flying#,
all giant control#, elf half-elf & human control#, invulnerability#,
philter of persuasiveness#, plant control#, polymorph (self), speed#,
storm giant strength#, and water breathing.
(# = at 150% effectiveness)
Weapon proficiencies:
Total weapon proficiency slots: 10
Used weapon proficiency slots: 10
Non-proficiency penalty: -2
Weapons of proficiency:
longsword hand axe battle axe mattock maul hammer composite longbow spear jo stickWeapon of expertise (c.f. Player's Option: Combat & Tactics): longsword
Armor Class:
BASE: A.C. 1# (full plate armor)
THAC0:
Base THAC0: 1
To-hit adjustments:
Damage adjustments:
Melee attacks per round:
Base attacks per melee round (before adjustments):
Hit point adjustment due to Constitution: +5 per hit die
Hit die type: d10
Hit points: 153
Regeneration:
Rings: x-ray vision, warmth, vampiric regeneration, shooting
stars, spell storing (cure serious wounds, divination, speak with plants,
neutralize poison, and lower water), multiple wishes (7
wishes), swimming, air elemental command, earth elemental command,
fire elemental command, water elemental command, raise dead fully (1/2),
protection +3 (5 foot radius), telekinesis (400 lbs. maximum),
spell turning, free action, shocking grasp, and shocking grasp.
PROMETHEUS: long sword +6, holy avenger. Intelligence
17, ego 27 (personality 44), speech and telepathy, read languages, read magic,
lawful-good alignment.
Languages Spoken:
Other Magic Weapons: mattock of the titans; maul of the titans;
hammer of thunderbolts; composite long bow +5; 20 arrows +4; long sword, vorpal
weapon; spear +5; jo stick +5; long sword +2(+4), green dragon slayer; long
sword +1, luck blade (4 wishes).
The Axe of the Dwarvish Lords: short-handled +3 weapon
The Cup and Talisman of Al'Akbar:
The Invulnerable Coat of Arnd: Originally belonged to Omnion.
cube of force (36 charges) full plate armor +6 girdle of titan strength shield +5 (no longer used) helm of brilliance rope of climbing helm of telepathy broom of flying (movement base 30) drums of panic wand of secret door and trap location (94 ch.) scarab of protection wand of enemy detection (95 charges) stone of good luck wand of wonder (89 charges) lyre of building full plate barding +5 (on war horse) periapt of proof vs. poison +4 horseshoes of a zephyr (were on warhorse) trident of fish command horseshoes of speed (were on warhorse) spade of colossal excavation folding boat book of infinite spells boots of elvenkind horn of the Tritons cloak of elvenkind portable hole rod of lordly might (50 charges) eyes of the eagle scroll of resist cold reverse eyes of petrification scroll of protection from all lycanthropes amulet of life protection scroll of protection from magic gauntlets of dexterity (55%/52%) scroll of protection from demons medallion of ESP with empathy scroll of protection from devils boots of speed rod of cancellation cloak of protection +4 amulet of the planes dust of disappearence (20 containers) gauntlets of ogre power (for the hammer of thunderbolts) amulet of proof against detection and location necklace of missiles (1,1,2,2,2,2,2,4,4,4)
tinder box hooded lantern 7 flasks of oil (Greek fire?) 17 torches bullseye lantern 250,000 g.p. small castle backpack small keep quiver for arrows helmet 24 normal arrows water skin 10 silver arrows 60 feet of rope warship large galley
Name: Fluffball
Type: great wyrm gold dracolich
Size: 162' body, 146' tail
Hit dice: 24
Hit points: 192
Intelligence: 18
Armor Class:
Natural A.C.: -14
Armor worn: full plate barding +5
A.C. if using the Arms and Equipment Guide rules supplement: -24
Note: Due to its magical nature, attacks against a dracolich do not
gain any attack or damage roll bonuses. Precisely which attack
roll and damage bonuses are negated is a matter open for debate, however.
Melee combat:
THAC0: -3
Attacks per round: 3
Damage per attack: 1-10/1-10/6-36, +2d8 chilling damage, +paralysis 2d6 rounds
Breath weapons:
cone of fire 90' long, 5' wide at the dragon's mouth, and 30' wide at the end
cloud of potent chlorine gas 50' long, 40' wide and 30' high
(both do 24d12+122 damage, save vs. breath weapon for half damage)
Fear: radius 50 yards, save at -5
Magic resistance: 70% (and caster must be 6th level or higher)
Immunities:
fire, gas, charm, sleep, enfeeblement, polymorph, cold (magical or natural),
electricity, hold, insanity, death spells, death symbols, being turned, poison,
paralysis, magical fear.
Abilities:
water breathing, speak with animals, polymorph self 3x/day, bless 3x/day,
detect lie 3x/day, animal summoning 2x/day, create good-luck gem 1x/day
(lasts 37-39 hours), quest 1x/day, detect gems 3x/day (30' radius, lasts 1 minute),
undead control 1x/3 days (60 yard range, lasts 1 turn), gaze paralyzes creatures
within 40 yards (save at +0 if less than 6 HD, +3 if 6 HD or more), detect
invisible (120' radius), clairaudience while in lair (240' range).
Spells memorizable per day:
Wizard spells: 2 2 2 2 2 2 1
Priest spells: 2 2 2 2
Psionics (Wild Talents):
Movement base:
on foot: 12
fly: 40 (MC C) — 6 (MC E) if in a wingless form
jump: 3
swim: 12(15)
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