Lord Marvin the Piggy Fighter
Str |
18(21) |
+1 to hit, +3 dam, 1-12 doors, 20% bars |
Int |
11 |
2 languages |
Wis |
12 |
|
Dex |
11 |
|
Con |
18 (19) |
+4 hp, 99% shock, 100% ress |
Cha |
6 |
2 henchmen, -3 loyalty, -10 react |
Half-Orc Fighter Level 10 |
XP: 628,140 |
Hit Points: 114 |
Height: 5' 10" |
Alignment: Lawful Neutral |
Weight: 185 lbs |
AC: 0 / -3 with shield |
Move: 12" |
Religion - Recently desenchanted Sheemite, formerly a Tyche worshipper, looking for a good god of luck. |
|
Attack Chart
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Level 10 Ftr |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
- |
Strength |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
+3 |
+2 dagger |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
1-4/1-3 (+5) |
+2 2H sword |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
1-10/3-18 (+5) |
Proficiency: long sword, dagger, lance, two-handed sword, long bow, short sword.
1/3, 6 total, -2 non-proficiency penalty, 3/2 attacks per round
Saving Throws
Poison |
8 |
+1 vs. fire (see gem ability) |
Petrify |
9 |
+2 if Tyche symbol activated |
Rods |
10 |
+5 chain mail / +2 shield (if used) |
Breath |
9 |
+4 vs. death (see magic sword) |
Magic |
11 |
|
Special Abilities
- Languages: Common & Orc.
- 60' infravision (Half Orc).
- Detect Evil: 60' radius, upon concentration.
- Shapechange: Two times per day, into two possible forms; a large black bear and a humming bird, becoming in all respects save mind the form chosen. Each type of creature can be formed but once per day. Each assumption of a new animal form removes from 10 to 60% of the hit points of damage, if any, the changer has sustained prior to changing form. [Susceptibilities and disadvantages of a shapeshifter]. To attempt to change form during combat a 1D4 is used for initiative. In another form it is possible to perform magical detections. Normal and magic items become part of the shape and temporarily loose their abilities
- Large Black Bear, AC 7, 12", 5+5 HD, 3 attacks (1-6, 1-6, 1-8) plus hugs for 2-8, Large (9' tall). Good hearing & smell but poor eyesight. If bear scores a hit with a paw on an 18 or better, it hugs for additional damage. Can continue to fight for 1-4 rounds after reaching 0 to -8 hit points. At -9 or greater damage, killed immediately.
- Humming Bird, AC 4, 1"/18" (MC: A), 1-2 hit points, no attacks, very small.
- 5% Natural Chance of Detecting Invisible Objects.
- Control of Gems of Flame: A special ability gained from drinking one of those famous glowing red potions: able to sense (12" range) and identify the value of the red gems listed below. Can slowly attract one gem of this sort by concentrating at the rate of 20 feet per round. You have a permanent +1 save versus normal and magical fire & heat. You may hold one of these gems in your hand and convert it into one of the flowing effects:
- Red Agate (10gp) - Can produce a reddish light (undetectable by infravision) with a 60 foot radius. Last as long as minimum concentration is maintained. Once concentration is broken, glow persists for 10 rounds.
- Star Rose Quartz (50gp) - Can cast any one of the following spells; Burning Hands, Fairie Fire, Flame Arrow, Affect Normal Fires.
- Red Garnet (100 gp) - Can cast any one of the following spells; Resist Fire, Fire Trap, Fireball (6D6 damage max).
- Red Spinel (500) - Can cast either Delayed Blast Fireball (9D6 damage max.) or Wall of Fire (MU spell, 10 round duration max). The spell produced is cast as if by a spell caster of owner's present level (10th).
- Ruby (1,000 gp) - No known effect.
- Flaming Death Skull: An illusion that Marvin's head is a hollow-eyed human skull bathed in an erie red flaming radiance. This is a equivalent to a third level illusion/phantasm spell. There is a generation of light equal to that of a torch. There is an olfactory component of sulfur as well as a slight thermal component of warmth. It is not actual flame or fire and therefore cannot ignite combustibles. This effect can be turned on and off at will. A possible fear effect may result.
Losses/Problems
Gone (permanently) Continual Protection from Evil, 1" radius, along with protection from enchanted, conjured, or summoned creatures.
Magic Items
- +2 Dagger
- Detects magic upon contact (quartz gem glows).
- Stabilizes an injured person upon contact.
- Symbol of Tyche, upon activation increases saves (all) by +2 for 10 rounds, usable twice a day.
- +2 Shield, medium, w/Chaos symbol.
- Ioun Stone, Purple Prism of spell storage, 5 spell levels (any class of spell). [Note: goes with transformation]. Spells Stored CLW x 5.
- +5 Chain Mail
- +2 Two-Handed Sword - Soulsaver
- Owner is immune to possession & life energy level drain.
- +4 on saves vs death (power word, symbol, etc.).
- Extends time limit on raise dead indefinately.
- NO out of body or astral travel allowed.
- Owner will not allow out of possesion.
- +2 Intelligent Dagger (LN)
- Int 14, Ego 9
- Speaks Elven and Orcish.
- Detects elevators, shifting walls, invisible, large traps, and secret doors within 10'.
Other Items
- Robe of Servant of Astaroth.
- Red Gems
- Red Agates = 2
- Star Rose Quartz = 2
- Red Garnet = 1
- Red Spinel = 1
- Orcish regalia
- A badge of office as leader of Orc tribe (worn, sometimes concealed)
- A ceremonial headress (in treasury)
- A ceremonial robe (in treasury)
- A ceremonial club/sceptre (in treasury)
All of these had to be remade to Show the new god of the Orcs, Shemish Grim God of Justice, Commerce, and Luck (his symbol oddly resemble the previous god's, with minor modification)
13 July 97
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)