Lord Marvin the Piggy Fighter
Str |
18 (21) |
+1 to hit, +3 damage, 1-12 [20] open doors, 20% bend bars |
Int |
13 [11] |
+3 languages (2 points gained as gift of Solar) |
Wis |
12 |
|
Dex |
11 |
|
Con |
18 [19] |
+2 (+4) hp, 99% system shock, 100% resurrection survival |
Cha |
6 |
2 henchmen, -3 loyalty, -2 reaction |
Half-Orc Fighter Level 10 |
XP Accumulated: 706,004 |
Religion: Disenchanted Sheemite, formerly a Tyche worshipper,
looking for a good god of luck. |
Bonus: +10% |
Alignment: Lawful Neutral |
Next Level Goal: 750,000 |
AC: 0 / -3 (with shield) |
Height: 5' 10" Weight: 190 lbs |
Hit Points: 114 |
Hair Color: Black Eye Color: Black
This PC Sheet Current As Of: Day 600 |
Movement Rate: 12" |
Old Marvins: Day 230, Day 500 |
Attack Chart
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Level 10 Fighter |
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 2-H Sword |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
1-10/3-18 (+5) |
Weapons of proficiency: long sword, dagger, lance, two-handed sword, long bow, short sword.
1 gained per 3 levels, 6 total, -2 non-proficiency penalty. 3 attacks every 2 rounds.
Saving Throws
|
Fighter |
|
Paraly, Poison, Death Magic |
8 |
+1 save versus normal and magical fire & heat |
Rod, Staff, Wand |
10 |
|
Petrification, Polymorph |
9 |
+5 chain mail (if applicable) |
Breath Weapon |
9 |
+2 shield (if used and if applicable) |
Spells |
11 |
+4 vs. death (power word, symbol, etc, with magic sword) |
Special Abilities
- Languages: (2) Common & Orc.
- 60' infravision (Half-Orc).
- Detect Evil: Innate magical ability - 60' radius, upon concentration.
- Shapechange: Two times per day, into two possible forms; a large black bear (with physical stats of brown bear) or 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 an animal form it is possible to perform magical detections. Normal and magic items become part of the shape and temporarily loose their abilities but magics cast upon normal form can carry over and apply in animal form.
- 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 and 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.
- Special Power - Control of Gems of Flame: A permanent special ability gained from drinking a famous glowing red potions. Gained the ability to sense (12" range) and identify the value of the red gems listed below. Can slowly attract one gem of this sort by concentrating. Movement is 20 feet per round. Gain 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. May move at half movement rate and still maintain adequate concentration [this power only].
- Star Rose Quartz (50 gps) - Can "cast" any one of the following spells; Burning Hands, Fairie Fire, Flame Arrow, Affect Normal Fires. Use spell initiatives. Receiving damage during "casting" will ruin effect but only never loose a gem because of this.
- Red Garnet (100 gps) - Can cast any one of the following spells; Resist Fire, Fire Trap, Fireball (6D6 damage max).
- Red Spinel (500 gps) - Can cast either Delayed Blast Fireball (9D6 maximum damage) or Wall of Fire (as per MU spell, 10 round maximum duration). The spell produced is cast in all other respects as if by a spell caster of owner's present level (10th).
- Ruby (1,000 gps) - No known effect, currently. [GM Note: Perhaps at 11th level, - MB].
- Special Power - Flaming Death Skull: The ability to create an illusion of a limited nature - can produce the following illusion: Marvin's head suddenly transforms into 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 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. The effect is so perfect and convincing that a possible fear effect (in others) may result. Concentration is not required and movement is not impeded while in effect. Another action can be done while turning the illusion on or off.
Restrictions & Disadvantages
- Marvin's charisma is rather low, 6. Humans and all others act accordingly. Amongst orc-kind this is not too much of a problem.
- Marvin has died one time(s); lost 1 point of Constitution.
- When on the 667th Layer of The Abyss, in the explosion that destroyed this unholy place, Marvin suffered an awful loss. The removal of a special magical ability. Gone permanently is his Continual Protection from Evil, 1" radius, (which also protection him from enchanted, conjured, or summoned creatures).
Magic Items
- +2 Dagger (an old favorite from long ago):
- Detects magic upon contact (quartz gem glows).
- Stabilizes an injured person upon contact.
- Symbol of Tyche - A magical stone pendant. Upon activation it modifies all saving throws of the one who wears the pendant by +2 for 10 full rounds. This item is usable twice per day.
- +2 Shield, medium and wood, with a very large and apparent Neutral Good symbol (formerly a Chaos symbol).
- Upon activation it imbues the wielder with a Protection from Normal Missiles, 3 times per day (at 12th level ability). The activation phrase = "Lord Marvin is a truly Good man".
- Ioun Stone. A Purple Prism of Spell Storage - 5 spell levels (any class of spell). [Note: In a shapeshift this goes with into the transformed body but can not be activated there]. Spells CURRENTLY Stored: One Raise Dead (as per Whorfin (plus an Eternal "kick-in" by Marvin & Nomad ).
- Ioun Stone. +1 Strength (will not increase strength above straight 18). [Thus it has no effect on Marvin].
- +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 indefinitely.
- NO out of body or astral travel allowed.
- Owner will not allow out of possession.
- Potion: Sweetwater.
- Magical Steel Cloth - 6" x 8' long. Can be commanded to become stiff as solid steel and may be used as weapon or lever (see Encyclopedia Magica, volume 2, page 313).
- Three Hardboiled Eggs - When one egg is consumed it will bestow magical protection in the form of -6 AC, +1 saves for 4 rounds.
- +1 Whip, 18 feet in length and made from black demon-creature cured leather. (Obtained from a Balrog in Nomad's Pocket Universe).
- Magical Tattoo Kit - Includes; packet of needles, jars of pigment, charcoal stick, bandages and healing ointment. If an artist tattoos a fairly descent rendition of a small weapon (up to short sword length) upon the arm or leg (or some other location) and then allows natural healing to occur upon the tattoo (for 1 week) then a permanent magical ability is gained. Then; Once per day, for up to 24 hours, the owner can summon a +2 version of that weapon. When summoned the tattoo temporarily leaves the skin of the owner. Once summoned the weapon can not leave the hand of the owner until commanded to do so or until the elapsed time. [The tattoo kit has not been applied at this time].
- A Bizzare Little Magical Gold Coin of The Solar Spindle - Possible gate/teleport/summon of Solar or the friends of the Solar. [This item is to be shared with Nomad, the Solar says].
Other Items
- 2,174 gps carried
- 5,333 gps in Shoal
- Standard Adventurer's Kit*
- Robe of Servant of Astaroth
- Red Gems -
- Red Agates = 10
- Star Rose Quartz = 2
- Red Garnet = 0
- Red Spinel = 0
- Ruby = 2
- Orcish regalia -
- A badge of office as leader of Orc tribe (worn, sometimes concealed)
- A ceremonial headdress (in Orc treasury)
- A ceremonial robe (in Orc treasury)
- A ceremonial club/sceptre (in Orc 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 resembles the previous god's, with minor modification)
Standard Adventurer's Kit
Tinderbox (Flint/Steel) |
* |
Lantern, Bullseye |
3 |
2 w. Dry Rations |
2 |
Local Dried Fruit for Snacks/Extra |
.5 |
Salt, Herbs, Pepper, Spices |
* |
Wine |
1 |
Local Fruit Juice, in Skin |
1 |
Waterskin |
1 |
Backpack |
2 |
Beltpouch |
.5 |
3x Candle |
* |
Chalk |
* |
Fish hooks, line |
* |
2x Scroll case 10 sheets Blank paper |
1 |
Oilx3 |
3 |
Hammer/Spikes (10) |
5 |
Silk Rope, 150ft |
24 |
Small Sack |
* |
Sewing needle, thread, spare buttons |
* |
Whetstone, cooking knife, cooking pan |
1 |
Blanket |
1 |
Writing ink (1 vial), Quill |
* |
Leomand's Portable Leanto |
10 |
|
56 lbs - Still counting normal Armour/Weapons, unencumbered |
Additional Items: |
|
Longsword |
|
Composite Long Bow |
|
24 arrows (sheaf) |
|
Quiver |
|
|
|
Site Map | 28 Feb 99 - MB
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)