Peter Perfect
v.3.5 Edition Version
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!"
Character Abilities
ability |
initial score |
natural score |
bonuses |
raised score |
modifier |
Strength |
23 |
24 |
+6 enhancement from belt of giant strength, +2 enhancement from
gauntlets of ogre power |
30 |
+10 |
Intelligence |
18 |
18 |
— |
18 |
+4 |
Wisdom |
18 |
19 |
+1 inherent from consumed book of exalted deeds |
20 |
+5 |
Dexterity |
18 |
18 |
+6 enhancement from gloves of dexterity |
24 |
+7 |
Constitution |
18 |
19 |
+5 inherent from consumed manual of bodily health |
24 |
+7 |
Charisma |
18 |
20 |
-2 damage from the Axe of the Dwarvish Lords*, +6 enhancement from
the Talisman of Al'Akbar* |
24 |
+7 |
Saving Throws
- Base saves:
- Fortitude: +12
- Reflex: +6
- Will: +6
- Ability modifiers:
- Fortitude: +7
- Reflex: +7
- Will: +5
- General adjustments:
- +1 resistance from permanent resistance spell
- +4 resistance from cloak of resistance and deflection
- +1 luck from luck blade
- +1 luck from stone of good luck
- +7 from divine grace (being a paladin)
- Saves after ability modifiers and general adjustments:
- Fortitude: +31
- Reflex: +25
- Will: +23
- Special Adjustments:
- +4 luck vs. poison (periapt of proof against poison)
- -2 vs. earth-based effects (ring of elemental command (air))
- -2 vs. fire-based effects (ring of elemental command (water))
- -2 vs. air- or electricity-based effects (ring of elemental command
(earth))
- -2 vs. water- or cold-based effects (ring of elemental command
(fire))
Spell Resistance:
- SR 15 from scarab of protection
- SR 15 in a 5' radius from holy avenger
Elemental Resistance:
(* = resistance is bestowed by a Major or Minor Artifact)
- fire:
- helm of brilliance absorbs first 30 fire damage points each
round
- ring of elemental command (fire) subtracts first 30 fire damage
points each round
- The Invulnerable Coat of Arnd* grants resistance 20 against
fire.
- cold:
- The Invulnerable Coat of Arnd* grants resistance 20 against
cold.
- ring of warmth negates first 5 cold damage points each round
- acid:
- The Invulnerable Coat of Arnd* grants resistance 20 against
acid.
- electricity:
- The Invulnerable Coat of Arnd* grants resistance 20 against
electricity.
- sonic:
- The Invulnerable Coat of Arnd* grants resistance 20 against sonic
energy.
Speed: 30 feet
(Although he wears +6 full plate armor, this armor comes from 2nd
Edition, in which all magical armor is no more encumbering than ordinary
clothing. Therefore, his armor does not reduce his Speed.)
Paladin powers:
immune to disease (divine health)
immune to fear (aura of courage)
+4 supernatural morale bonus to all allies within 10 feet (aura of courage)
detect evil at will
lay on hands for up to 140 hit points per day (raised to 168 h.p./day by
the Invulnerable Coat of Arnd*)
remove disease 6x/week
area dispel magic at 20th casting level in a 5-foot radius with
holy avenger
declare 1 attack/day to be at an additional +7 attack bonus and do +20
damage (raised to +24 damage by the Invulnerable Coat of Arnd*) vs. evil
(smite evil)
turn undead 10x/day as 18th-level cleric (as a 22nd-level cleric with the
Invulnerable Coat of Arnd*)
cast [4 4 4 4] paladin spells each day (casting level 10th, raised to 12th
by the Invulnerable Coat of Arnd*)
Starting languages: Common, nixie, kobold, dwarvish, gnome.
Skills:
Total skill points: 161
Wisdom-based skills:
Profession (trapper), 1 rank
Dexterity-based skills:
Ride, 1 rank
Skills not based on an ability:
Speak halfling (costs 2 skill points)
Speak druidic (costs 2 skill points)
Speak orcish (costs 2 skill points)
Unspent skill points: 153
Feats:
Power attack
Cleave
Great cleave
Weapon focus (longsword)
Two-weapon fighting
Improved two-weapon fighting
Greater two-weapon fighting
Exotic weapon proficiency (dwarven waraxe)
Total wealth as coins/gems: 708,550 g.p.
Experience points: 190,000
Permanent spells: comprehend langauges, darkvision, detect magic,
protection from arrows, read magic, see invisibility, tongues, and
resistance.
Peter Perfect's combat capabilities
v.3.5 Edition Version
Weapons of proficiency:
All simple weapons
All martial weapons
Dwarven waraxe
Proficiency is assumed with the mattock of the titans, even though
the PHB doesn't say whether a gargantuan morningstar is considered a
martial weapon or an exotic weapon.
Weapon focus: longsword
Armor Class:
natural Dexterity score: +4 Dexterity#
gloves of dexterity: +3 Dexterity (via +6 Dexterity enhancement)
+6 full plate armor: +8 armor#, +6 armor enhancement
cloak of resistance and deflection: +4 deflection
ring of protection: +3 deflection
AC: 35
Flat-footed AC: 28
AC vs. touch attacks: 21
if using +5 large shield: +2 shield#, +5 shield enhancement
(# = armor class adjustment is not bestowed by magical means)
(* = armor class adjustment is bestowed by a Major or Minor Artifact)
Attack Bonus:
Base Attack Bonus: +20/+15/+10/+5
other attack bonuses:
+7# in melee from Strength modifier
+3 in melee from Strength enhancement from belt of giant strength
+1 with hammer of thunderbolts (from gauntlets of ogre power)
+1 with longswords (from weapon focus feat)
+4# at range from Dexterity modifier
+3 at range from Dexterity enhancement from gloves of dexterity
(# = attack bonus is not magical in nature)
(* = attack bonus derives from a Major or Minor Artifact)
Total Attack Bonuses:
Prometheus: +37/+32/+27/+22
hammer of thunderbolts*: +36/+31/+26/+21
Axe of the Dwarvish Lords*: +36/+31/+26/+21
other proficient melee weapon: +30/+25/+20/+15 +plus
+5 composite long bow: +32/+27/+22/+17 +arrow's plus
Damage adjustments:
x2 damage dice with hammer of thunderbolts
+7# with melee, thrown weapons, or mighty bows from Strength modifier
+3 enhancement with melee, thrown weapons, or mighty bows from belt of
giant strength
+1 more enhancement with hammer of thunderbolts (from gauntlets
of ogre power)
(# = damage adjustment is not magical in nature)
(* = damage adjustment derives from a Major or Minor Artifact)
Totals:
Prometheus: +16, +2d6 vs. evil targets
hammer of thunderbolts*: +16, and double damage dice
Axe of the Dwarvish Lords*: +16
other proficient melee weapon: +10 +plus
+5 mighty composite long bow: +15 +arrow's plus
Peter prefers to wield Prometheus in his right hand and either the Axe of
the Dwarvish Lords or his hammer of thunderbolts in his left.
With this combination, he is at -4 attack bonus with each weapon, so his melee
attack summary is as follows:
Prometheus:
Attack bonus: +33/+28/+23/+18
Damage: 1d8+16, +2d6 holy damage vs. evil targets
Critical: Threat range 19-20, critical damage x2
Axe of the Dwarvish Lords*:
Attack bonus: +32/+27; +34/+29 vs. goblinoids
Damage: 1d10+16; 1d10+18 with 2d6 bonus damage vs. goblinoids
Critical: Threat range 19-20, critical damage x3
hammer of thunderbolts*:
Attack bonus: +32/+27
Damage: 2d8+16, Fortitude save at DC 16 or die vs. giants
Critical: Threat range 20, critical damage x3
Hit point adjustment due to Constitution: +7 per hit die
Hit die type: d10
Hit points: 325
Regenerate 20 h.p. per hour from ring of regeneration
Damage reduction 10/epic from the Invulnerable Coat of Arnd*
Heavy fortification (100% immunity to critical hits and sneak attacks) from
the Invulnerable Coat of Arnd*
Peter Perfect's Items
v.3.5 Edition Version
PROMETHEUS: +6 holy avenger. Intelligence 17, Wisdom
18, Charisma 18, speech and telepathy, read all languages, read magic,
lawful-good alignment. Ego: 29.
Languages Spoken:
Common
plus 3 others
Primary Abilities:
Detect "elevator"/shifting rooms/walls in a 20' radius
locate object in a 120' radius
Extraordinary Power:
telekinesis twice per day, 250 lbs. maximum, one minute per use.
Other Magic Weapons:
mattock of the titans
maul of the titans
+5 mighty composite longbow, 20 +4 arrows
+3 vorpal longsword
+5 spear
+5 jo stick
+2 dragon bane longsword (was a green dragon slayer)
luck blade (4 wish spells)
trident of fish command (50 charges)
Magic Rings:
elemental command (air)
elemental command (earth)
elemental command (fire)
elemental command (water)
freedom of movement
protection +3
raise dead fully (1/2)
regeneration
three wishes
three wishes
three wishes (with 1 wish remaining)
shooting stars
spell storing (cure serious wounds, divination, speak with plants,
neutralize poison, and lower water)
spell turning
swimming
telekinesis
warmth
x-ray vision
All rings are worn simultaneously. Peter Perfect does not follow that
piddling little restriction about not being able to have more than 2 magic
rings be effective at the same time. Note that two rings of shocking
grasp (one for each hand) used to be part of his retinue, but they no
longer exist in 3rd Edition. (Not that Peter lets that stop him from
keeping the old "raise dead fully" ring he picked up in the Survival of the
Fittest solo adventure.)
Potion arsenal:
(46 potions total)
Major Artifacts:
The Axe of the Dwarvish Lords: +6 keen throwing goblinoid bane
dwarven waraxe
non-dwarf wielder takes 2 points of temporary Charisma damage (but, hey,
Peter could always say that he has Spell Resistance or something)
+10 bonus on armorsmithing, blacksmithing, gemcutting, stonemasonry, and
weaponsmithing checks
summon an elder earth elemental (as summon monster IX; duration 20
rounds) once per week
The Cup and Talisman of Al'Akbar:
Cup emits light as a daylight spell
Cup dispels any darkness-based spells whose area it enters
Cup can be filled with one gallon of holy water, which will act as a
potion of cure critical wounds or potion of neutralize poison
(owner's choice)
Talisman grants wearer a +6 enhancement bonus to Charisma score
Talisman's wearer can cast remove blindness/deafness,
remove curse, and remove disease at will
Once per month, if Talisman is placed in Cup, Cup can
be filled with 1 gallon of holy water, which will act as an elixir of
resurrection
Evil character touching either is struck with holy word
Chaotic character touching either is struck with dictum
The Invulnerable Coat of Arnd: Originally belonged to Omnion.
+5 chain shirt of heavy fortification
damage reduction 10/epic
Resistance 20 against acid, cold, electricity, fire, and sonic energy.
+4 class levels for purposes of turning undead, casting level, smite evil,
and lay on hands
Minor Artifacts:
Book of Infinite Spells
Hammer of Thunderbolts
Other Magic Items:
Items in square brackets [] are items with no 3rd Edition
equivalent
cube of force (36 charges) +6 full plate armor
belt of giant strength (+6) +5 large steel shield (no longer used)
helm of brilliance rope of climbing
helm of telepathy broom of flying
drums of panic wand of detect secret doors (and traps) (94 ch.)
scarab of protection rod of enemy detection
stone of good luck rod of wonder
lyre of building +5 full plate barding (on mount)
[spade of colossal excavation] folding boat
boots of elvenkind amulet of the planes
cloak of elvenkind horn of the Tritons
portable hole rod of lordly might
eyes of the eagle scroll of resist elements (cold), cst lvl 3
eyes of petrification [scroll of protection from all lycanthropes]
[amulet of life protection] [scroll of protection from magic]
gloves of dexterity (+6) [scroll of protection from demons]
medallion of thoughts [scroll of protection from devils]
boots of speed rod of cancellation
periapt of proof against poison dust of disappearence (20 containers)
+4 cloak of deflection and resistance
horseshoes of a zephyr (were on warhorse)
horseshoes of speed (were on warhorse)
gauntlets of ogre power (for the hammer of thunderbolts)
amulet of proof against detection and location
necklace of fireballs (type I-VII: 1, 2, 2, 2, 2, 2, 4, 4, 4)
Mundane Items:
tinder box hooded lantern
17 torches 7 flasks of oil (Alchemist's fire?)
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
Peter Perfect's mount
v.3.5 Edition Version
great gold wyrm dracolich (uses the Nov. 2003 Draconomicon rules)
Name: Fluffball
Type: undead
Size: Colossal
ability | score | modifier |
Strength | 51 | +20 |
Dexterity | 10 | +0 |
Constitution | (was 33) | (was +11) |
Intelligence | 32 | +11 |
Wisdom | 33 | +11 |
Charisma | 34 | +12 |
Hit dice: 41d12 + 8d8 (for being a 20th level paladin's mount) + 539 (from
former Constitution score)
Hit points: 1,095
Armor Class:
Base AC: 2 (due to Colossal size)
Natural armor: 40 inherent, +10 for being a 20th level paladin's mount, +2
from being a dracolich
Full plate barding: +8 armor, +5 enhancement
Total AC: 67
Fortitude Save: (was +37)
Reflex Save: +26
Will Save: +37
Spell resistance: 33, +25 from being a 20th level paladin's mount, +3 from
being a dracolich
Damage reduction: 20/magic, plus 5/bludgeoning from being a dracolich
General attack bonus: +57
Bite attack: Attack bonus +57 (+58 with Weapon Focus), 4d8+20 damage (+1d6
cold damage from being a dracolich)
Claw attacks (2): Attack bonus +52 (+53 with Weapon Focus), 4d6+10 damage
(+1d6 cold damage from being a dracolich)
Wing attacks (2): Attack bonus +52, 2d8+10 damage (+1d6 cold damage from
being a dracolich)
Tail slap: Attack bonus +52, 4d6+30 damage (+1d6 cold damage from being a
dracolich)
Fire breath: 70 ft. cone, 24d10 damage (Reflex save at DC 42 for half).
Weakening gas breath: 70 ft. cone, all within suffer 12 pts. temporary
Strength damage (Fortitude save at DC 42 negates)
Fear: when attacking, charging, or flying overhead, all within 360 feet
with less than 49 hit dice become panicked or shaken for 4d6 rounds (Will save
at DC 42 negates)
Paralyzing gaze: paralyze for 2d6 rounds victims within 40 feet of eyes who
fail a Fortitude save at DC 42. Those who save are forever immune to her
gaze.
Paralyzing touch: paralyze for 2d6 rounds all creatures struck by one of
her attacks who fail a Fortitude save at DC 42
Immune to non-object-affecting effects reqiring a Fortitude save
Immune to polymorph, cold, and electricity effects
Immune to mind-affecting effects, poison, stunning, disease, and death
effects
Not subject to critical hits, nonlethal damage, ability to damage her
physical ability scores, ability drain, energy drain, fatigue, exhaustion, or
death from massive damage.
Immune to sleep and paralysis effects
Immune to fire
Blindsight, range 360 feet
Darkvision, range 1200 feet
Can breathe under water (fire breath becomes superheated steam breath)
Can make one gem/day behave like a stone of good luck for 1d3+36
hours
Detect gems 3x/day
Alternate Form 3x/day (like polymorph self but to 1 form only and
with no free hit point recovery)
bless 3x/day
geas/quest 1x/day (save at DC 27)
sunburst 1x/day (save at DC 29)
foresight 1x/day
Improved evasion, due to being a paladin's mount
Command dragons or dracoliches with less than 49 hit dice 10x/day,
due to being a paladin's mount (DC 21 Concentration check if being ridden)
Control undead 1x/3 days, caster level 15th, can't cast other spells
while this ability is in effect
Skills:
Total skill points: 884
Jump, 49 ranks (gained for free)
Spellcraft, 49 ranks (gained for free)
Listen, 49 ranks (cost 49 skill points)
Spot, 49 ranks (cost 49 skill points)
Search, 49 ranks (cost 49 skill points)
Feats:
Number of feats: 17
Power Attack
Improved Initiative
Alertness
Blind-Fight
Cleave
Improved Sunder
Weapon Focus: bite
Weapon Focus: claw
Empower Spell
Quicken Spell
Maximize Spell
Widen Spell
Flyby Attack
Hover
Quicken Spell-Like Ability
Snatch
Wingover
Casts spells as a 19th level sorcerer, i.e. [9 9 9 8 8 8 8 7 5] arcane spells
per day, plus 6 0-level arcane spells per day, at 19th casting level.
(Should perhaps be a 23rd level sorcerer due to the +8 hit dice from being a
20th level paladin's mount, but that's not figured in here.)
May cast clerical, law domain, luck domain, and good domain spells as
arcane spells.
Speed: 60 feet
Fly: 250 feet (clumsy), considered supernatural
Swim: 60 feet
Click here to see the 1st Edition,
pre-Unearthed Arcana version instead.
Click here to see the 1st Edition,
post-Unearthed Arcana version instead.
Click here for the pure Revised 2nd Edition
version instead.
Click here for the 3rd Edition version
instead.
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