Omnion

(uses pre-Unearthed-Arcana 1st Edition rules)

Multi-Classed Character classes: fighter/magic-user/thief
Experience Levels: 64th/49th/73rd
(Increased by one level when within 1 mile of familiar, reduced by one level when more than 1 mile from familiar)
Secondary skills: gambler/navigator

Race: Half-elf
Alignment: lawful evil
Religion: atheist
Place of origin: Central Earth
Birth date: 31 years before the IUDC
Hair color: diamond
Eye color: sapphire
Sex: F
Height: 5'3"
Weight: 105 lbs, not including equipment
City of residence: near Town

Movement base: 60"

Character Abilities
Strength: 25
Intelligence: 22
Wisdom: 18
Dexterity: 19
Constitution: 18
Charisma: 18

Saving Throws

Immunities (source):

  • magic missiles (I:TT)
  • gas of any type (I:EE)
  • all forms of cold (V:FF)
  • all forms of mental and psionic attack (V:EE)
  • fire/heat to all within in a 20' radius (V:DD)

    Magic resistance: 5% from robe of the archmagi, +25% when within 1" of familiar.  As a half-elf, she also has 30% resistance to sleep and charm.

    Languages: common, lawful evil, thieves' cant, elvish, gnomish, halfling, goblin, orc, gnoll, druid, lizardman

    Psionics
    Attack strength without adjustments: 188
    Defense strength without adjustments: 188
    Adjustments to psionic strength:

  • +40 psionic strength points from helm of telepathy
  • +50 psionic strength points from the 5 dull gray ioun stones
    Total attack strength: 278
    Total defense strength: 278
    Attack modes: all
    Defense modes: all
    +4 with psionic attacks from helm of telepathy
    Major disciplines: ALL
    Minor disciplines: ALL

    Weapons of proficiency: 19
    Non-proficiency penalty: -2
    NOTE: Omnion was around before the Unearthed Arcana had been published.  Weapons specialization was not available at that time.

    Combat
    Armor worn: The Invulnerable Coat of Arnd
    Base Armor Class: 5
    Armor Class adjustment due to dexterity: +5
    Armor Class adjustments due to magic:

  • +3 from cloak of protection
  • +6 from ring of protection
  • +2 from staff of power
  • +3 from permanent potion of invulnerability at 150% effectiveness
  • +2 from boots of speed
  • +2 from the Codex of the Infinite Planes (I:GG) (not factored in below)
  • +2 from Queen Ehlissa's Marvelous Nightingale (I:GG)
  • +1 from boots of striding and springing
    Total Armor Class adjustment due to magic: +19
    Rear Armor Class: -12
    Armor Class: -19
    To-hit adjustments: +4 with missiles from dexterity, +7 in melee from strength.
    Damage adjustments: +14 from strength, +48 from II:UU, +3-17 from II:D; total: +62 (+2d8+1).
    Hit point adjustment due to constitution: +4 for fighter levels, +2 for magic-user and thief levels.
    Hit die type: d10, d4, and d6
    Hit points: 341, not counting special adjustments
    Special adjustments: +18 h.p. from familiar, +2 h.p. from crown, regenerate 1 h.p. per turn (1 h.p. per round when within 1" of familiar), regenerate ½ melee attack damage (vampiric ring of regeneration).
    Never surprised.
    Base attacks per round with melee weapons: 2 (1 in the off-hand)

    Total wealth as coins/gems: 21,018,985 g.p.
    Experience points: 12,639,148 / +10% = 13,903,063 (each class)

    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 animal control (#?), clairaudience#, clairvoyance#, ESP#, fire resistance#, flying#, ghost control, good dragon control#, storm giant control (#?), elf half-elf & human control#, invulnerability#, levitation, oil of slipperiness, philter of persuasiveness#, plant control (#?), polymorph (self), speed#, titan strength, treasure finding (#?), and water breathing.
    (# = at 150% effectiveness)

    Spells Memorized by level and class/type
    CLASS1st2nd3rd4th 5th6th7th8th9th
    magic-user2626 262626 262626 26

    Thieving skills
    Skill Base
    Chance
    Racial
    Adjustment
    Detxerity
    Adjustment
    Adjusted
    Chance
    Pick Pockets 125%+10%+15% 150%
    Open Locks 99%-+20% 119%
    Find/Remove Traps 99%-+10% 109%
    Move Silently 99%-+12% 111%
    Hide in Shadows 99%+5%+12% 116%
    Hear Noise 55%-- 55%
    Climb Walls 99.7%-- 99.7%
    Read Languages 80%-- 80%


    Omnion's Items



    Rings: x-ray vision, regeneration, vampiric regeneration, shooting stars, wizardry (1st-3rd level), wizardry (4th & 5th level), wizardry (6th & 7th level), wizardry (8th level), wizardry (9th level), 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, 8 wishes, warmth, and shocking grasp.



    HYMENSLAYER: +6 vorpal weapon longsword of wounding.  Intelligence 17, ego 36 (personality 53), speech and telepathy, read languages, read magic, lawful-evil alignment.
        Languages Spoken:

    Lawful-Evil       Gold Dragon        Brownie          Shedu
    Druid             Ki-rin             Elvish           Common
    Thieves' Cant     Silver Dragon      Bronze Dragon
    
        Extraordinary Powers:
    "heal" twice per day
    detect evil/good in a 2" radius
    detect invisible objects in a 1" radius
    "telekinesis" twice per day, 250 lbs. maximum, one round per use.
        Special Purposes:
    kill clerics: disintegrate [clerics] upon a hit



    Other Magic Weapons: +5 defender two-handed sword, +5 two-handed sword, +2 sling of seeking, +6 dagger of wounding, +4 morningstar, vorpal weapon two-handed sword, hammer of thunderbolts, maul of the titans, mattock of the titans, trident/military fork +3, 20 javelins of lightning, 30 javelins of piercing, two-handed sword of dancing, two-handed sword of wounding, two-handed sword of life-stealing, two-handed sword of sharpness, two-handed luck blade with 5 wishes, +5 bastard sword, +5 broadsword, +5 short sword, 20 +3 3-pointed shuriken, +5 shuriken of returning (black triangle with a hole in the center, worn as a pendant), +5 club, +5 mace.

    Scrolls:

  • protection from posession
  • magic missile, magic missile, magic missile, and cure light wounds
  • rope trick, protection from normal missiles, and polymorph self
  • wish, time stop, meteor swarm, prismatic sphere, gate, power word: kill, and shape change
  • protection from demons
  • protection from devils
  • protection from magic
  • protection from petrification
  • protection from posession

    Rods: absorption (50/0), beguiling (50), 2 cancellation, lordly might (50), rulership (47), smiting (44).

    Staves: command (24), the magi (25), power (24), striking (25).

    Wands: Enemy detection (96), Illumination (97), Illusion (91), Lightning (99), Conjuration (98), Fear (93), Fire (88), Frost (100), Magic Detection (84), Metal & Mineral Detection (97), Magic Missiles (100), Negation (86), Paralyzation (96), Polymorphing (100), Secret Door & Trap Location (96), Wonder (96).



    Artifacts:

    The Evil Crown, Orb and Sceptre of Might:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  D Bless (by touch)
    (from crown) PP Ventriloquism upon command — 3 times/day
    (from orb) TT Wearer immune to magic missiles
    (from orb)  V Invisibility (improved) — 3 times/day
    (from sceptre) FF Possessor need neither eat nor drink for up to 1 week
    (from 2)  O Detect magic — 3 times/day
    (from all 3)  M Detect evil/good when held or ordered
    Table II: Major benign powers: UU Weapon damage is +2 hit points
    (from sceptre) UU Weapon damage is +2 hit points
    (from 2) UU Weapon damage is +2 hit points
    (from all 3) UU Weapon damage is +2 hit points
    Table III: Minor malevolent effects:  D Deafness for 1-4 turns when first used against an enemy
    (from orb)  O Small items of wood rot from possessor's touch (any item up to normal door size, 1-7 days time)
    Table IV: Major malevolent effects:  S Sacrific a certain animal to activate item for 1 day
    Table V: Prime powers: HH(3) Cast 3rd & 4th level spells simultaneously
    Table VI: Side effects:  N Whenever any power of the item is used, temperature within a 6" radius is raised 20°-50° F. for 2-8 turns (moves with item)
    (from sceptre)  P Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience

    The Crystal of the Ebon Flame:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: HH Remove fear by touch
     B Animate dead (1 figure) (by touch) — 7 times/week
    OOUltravision when held or worn
     A Adds 1 point to the possessor's major attribute
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  H Possessor loses interest in sex
    Table IV: Major malevolent effects:  W User goes insane for 1-4 days
    Table V: Prime powers: HH(4) Cast 1st, 2nd, & 3rd level spells simultaneously
    Table VI: Side effects:  N Whenever any power of the item is used, temperature within a 6" radius is raised 20°-50° F. for 2-8 turns (moves with item)

    Baba Yaga's Hut:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  G Color spray — 3 times/day
     N Detect invisibility when held and ordered
    RRWater walking ability
     X Levitate when held and ordered — 3 times/day
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  A Acne on possessor's face
    Table IV: Major malevolent effects:  J Lose 1 point of charisma permanently
    Table V: Prime powers:  F Death ray equal to a finger of death with no saving throw — 1 time/day
    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)

    The Codex of the Infinite Planes:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  W Know alignment when held and ordered — 1 time/day
    EEPossessor immune to gas of any type
     M Detect evil/good when held and ordered
    GGProtection +2 when held or worn
    Table II: Major benign powers: UU x4 Weapon damage is +2 hit points each, total +8
    Table III: Minor malevolent effects:  C Body odor noticeable at 10' distance
     O Small items of wood rot from possessor's touch (any item up to normal door size, 1-7 days time)
    Table IV: Major malevolent effects:  A Body rot is 10% cumulative likely whenever a primary power is used, and part of the body is lost permanently
    BBUser receives 5-30 hit points damage
    Table V: Prime powers:  Z Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature
    GG Trap the soul with 90% effectiveness — 1 time/month
    Table VI: Side effects:  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)
     D Fumble reaction possible in any creature within 20' of the item whenever a major or primary power is used; all, including possessor, must save versus magic

    The Horn of Change

    The Invulnerable Coat of Arnd:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: OO Ultravision when held or worn
     J Cure light wounds — 7 times/week
     E Clairaudience (when touched to the ear)
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  S x2 User's sex changes twice
    Table IV: Major malevolent effects: CC User required to slay a certain type of creature to activate item, and slaying another set type will de-activate item
    Table V: Prime powers: EE Total immunity from all forms of mental and psionic attacks
    Table VI: Side effects:  L User has limited omniscience, and may request the DM to answer 1 question per game day (limitations set by DM)

    The Jacinth of Inestimable Beauty:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  B Animate dead (1 figure) (by touch) — 7 times/week
     E Clairaudience (when touched to the ear)
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  Q User causes hostility toward himself in all mammals within 6"
    Table IV: Major malevolent effects:  O Lose 1 point of strength permanently
    Table V: Prime powers: DD Total fire/heat resistance for all creatures within 20' of item
    Table VI: Side effects:  R Whenever this item is used as a weapon to strike an enemy, it does double normal damage to the opponent but the wielder takes (normal) damage just as if he or she had been struck by the item

    Johydee's Mask:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: TT Wearer immune to magic missiles
     G Color spray — 3 times/day
    Table II: Major benign powers:  D Cause serious wounds by touch
    Table VI: Side effects:  M Short-duration super charismatic effect
    NOTE: It is not clear whether Omnion or Rango possesses Johydee's Mask.

    The Mighty Servant of Leuk-O:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  N Detect invisibility when held and ordered
    BB Pass without trace — 1 time/day
    KK Speak with animals — 3 times/day
    DDPossessor immune to fear
     F Clairvoyance (when touched to the eyes)
     X Levitate when held and ordered — 3 times/day
    Table II: Major benign powers: UU x6 Weapon damage is +2 hit points each, total +12
    Table III: Minor malevolent effects:  P Touch of possessor kills green plants
    Table IV: Major malevolent effects:  H(condors) Item is powerless against and hates condors, and when within 10" of any such creatures it forces its possessor to attack
     CGeas/quest placed upon possessor
    Table VI: Side effects:  H User becomes ethereal whenever any major or primary power of the item is activated, and there is a 5% cumulative chance that he or she will thereafter become ethereal whenever a stress (combat, life-or-death, difficult problem involving user's decision) situation exists; the ethereal state lasts until the stress is removed
     P Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience

    Queen Ehlissa's Marvelous Nightingale:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: FF Possessor need neither eat nor drink for up to 1 week
    GGProtection +2 when held or worn
     T Hypnotic pattern when moved — 3 times/day
    SS Wearer immune to charm or hold spells
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  M Sense of smell lost for 2-8 hours when first used against an enemy
    Table IV: Major malevolent effects:  H(shriekers) Item is powerless against and hates shriekers, and when within 10" of any such creatures it forces its possessor to attack
    Table V: Prime powers:  C Bones/exoskeleton/cartilage of opponent turned to jelly — 1 time/day
    Table VI: Side effects:  P Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience



    Other Magic Items:

    cube of force (36 charges)         spade of disgustingly colossal excavation
    girdle of titan strength           9 pearls of power (2 1st-6th, 1 7th-9th)
    helm of brilliance                 5 dull gray ioun stones
    helm of telepathy                  100 faceted jewel of flawlessness
    helm of teleportation              scarab of protection
    stone of good luck                 +5 leather armor
    periapt of proof vs. poison +4     carpet of flying 42" (1 person)
    sphere of annihilation             rug of welcome
    talisman of the sphere (128%)      mirror of life trapping
    helm of underwater action          arrow of direction 
    eyes of the eagle                  bag of beans (12, all "good")
    eyes of minute seeing              bag of holding (60 lbs.)
    eyes of charming                   beaker of plentiful potions
    reverse eyes of petrification      boat of foldability
    black robe of the archmagi         book of infinite spells
    scarab of insanity (16)            boots of elvenkind
    amulet of life protection          boots of levitation
    gauntlets of dexterity (55%/52%)   bowl commanding water elementals
    medallion of ESP (90' range)       brazier commanding fire elementals
    medallion of ESP with empathy      broom of flying
    hole of portability                Bucknard's everfull purse (cp, ep, gems)
    boots of speed                     2 more carpets of flying: 36" and 30"
    boots of striding and springing    censer controlling air elementals
    scarab of enraging enemies (24)    chime of opening
    alchemy jug                        cloak of displacement
    robe of eyes                       cloak of elvenkind
    +3 cloak of protection             cloak of the manta ray
    necklace of adaptation             cubic gate
    amulet of the planes               Daern's instant fortress
    decanter of endless water          dust of disappearence (50 containers)
    drums of panic                     dust of appearence (50 containers)
    efreeti bottle                     dust of sneezing and choking (50 containers)
    periapt of health                  all figurines of wondrous power
    periapt of wound closure           10 girdles of femininity/masculinity
    rope of climbing                   horn of blasting
    mirror of mental prowess           horn of collapsing
    crystal ball with telepathy        horn of the Tritons
    apparatus of Kwalish               iron horn of Valhalla
    Keoghtom's ointment (3 jars)       lyre of building
    necklace of missiles (max.)        net of entrapment
    net of snaring                     4 pots of Nolzurs' pigments
    pipes of le sewers                 all 6 Quaal's feather tokens
    robe of blending                   robe of scintillating colors
    robe of useful items               rope of climbing
    rope of entanglement               saw of mighty cutting
    trident of fish command            trident of submission
    trident of warning                 well of many worlds
    stone of controlling earth elementals
    gauntlets of ogre power (for the hammer of thunderbolts)
    amulet of proof against detection and location
    


    Mundane Items:

    large galley                       warship
    iron rations                       leather backpack
    water & wine skin (w/ 1 qt. wine)  50 feet of rope
    thieves' picks & tools             4 flasks of oil
    tinder box                         22 sling bullets
    500,000 g.p. freehold              10,000,000 g.p. city-state
    small keep
    

    Omnion's Familiar

    Type: imp
    Hit points: 18


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