Mike Alterio
aka Aiwendil Half-elven, aka Patele Kelekolio, aka Father Gregory, aka Joseph Greenleaves, aka Lord John Whorfin, aka Brom Thymol Blue, aka Nexus the Dimensional Wizard, aka Bel the Monk, aka Elu Tintollo, et. al.
Str |
17 |
+1 to hit, +1 dam, 1-10 doors, 13% bars |
Int |
13 |
3 languages |
Wis |
17 |
+3, 2-1st, 2-2nd, and 1-3rd level spells |
Dex |
17 |
+2 missles, -3 AC |
Con |
15 (16) |
+1 hp, 90% shock, 94% ress. |
Cha |
13 |
5 henchfolk, +1 react |
|
 |
Half-elf Cleric Level 10 |
XP: 644,645 (need: 670,000) |
Deity: The Great God Of The Elves |
Height: 163 cm; Weight: 71 kg |
Alignment: Chaotic Good |
Move: 12" |
AC: 7 / 4 with parry |
This sheet: Current as of Day 600 |
Hit Points: 72 |
Old Me: Day 230; Day 500 |
Attack Chart
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
damage |
Cleric 10 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
- |
Strength |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
+1 |
Staff +3 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
1-10 +4 |
Staff w/parry |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
1-10 +4 |
(staff is +5 vs. "real demon types/monsters and not something just born to an evil plane")
Weapons of Proficiency: staff, mace, sap, war hammer. 1/4, 4 total, -3 non-proficiency penalty.
Saving Throws
poison |
6 |
+1 vs magic (special ability) |
petrify |
9 |
+3 dexterity |
rods |
10 |
+3 wisdom |
breath |
12 |
+1 on all (lucky magic arrow) |
magic |
11 |
+1 vs magic (scarab) |
Spells
|
1 |
2 |
3 |
4 |
5 |
Cleric 10 |
4 |
4 |
3 |
3 |
2 |
Wisdom |
2 |
2 |
1 |
- |
- |
Total |
6 |
6 |
4 |
3 |
2 |
Special Abilities
- Cleric Abilities
- Create Holy Water
- Create scrolls & healing potions
- Turning Undead:
Skeleton-D* |
Zombie-D* |
Ghoul-D* |
Shadow-D |
Wight-D |
Ghast-T |
Wraith-T |
Mummy-4 |
Spectre-7 |
Vampire-10 |
Ghost-13 |
Lich-16 |
Special-19 |
|
|
- Half Elf Abilities
- 30% resistant to sleep/charm
- Infravision 60'
- Detects concealed doors 1 in 6 in passing, 3 in 6 if searching
- Detects secret doors 2 in 6 if searching
- Parry Skill
- Can parry and attack (at -3 to hit) in the same round.
- AC bonus while parrying is +1/4 levels, round down
(+4 max. bonus - i.e. levels 1-3 no parry, 4-7 +1, 8-11 +2)
- Add Strength to-hit bonus to AC bonus.
- Total bonus applied to AC vs. all attacks by single opponent.
- No AC less than -10.
- The Gift of Tongues: As if a clerical Tongues spell was in affect at all times around this cleric (60 feet). The skill extends to one language every three levels, so currently, up to (10/3) three languages at once.
- Magic Save Bonus: +1 on all saving throws versus magic.
Magic Items (carried)
- Lucky Mended Iron Arrow of Direction and Death. Grants +1 on all saves. And as DMG: Arrow of Direction - once per day, for seven locates in seven turns, points to nearest stairway, sloping passage, cave or cavern, or dungeon entrance or exit.
- Scarab of Protection +1 (as DMG): Can currently absorb 6 levels of life energy level draining, save on 20 for attacks with no save.
- Potions: Invis (2d).
- +2 Dagger.
- Staff of Me (see hereafter).
- Twin Rings of the Inner Planes (see hereafter).
- Orb of Good
Magic Items (stored in stone-shaped cubby)
- Holy Symbol with Continual Light.
- Torc of Protection +2 AC.
- Ring of Swimming (as DMG): Hold breath, dive, stay afloat, swim at 21" 4 hours, rest 1 hour.
- Ring of Holding filled with water (20 gal.) and air.
- Lens of Detect Magic (30 ft range).
- Scroll (Drow) of Gate, Unholy Word, Restoration.
- Scroll of Unknown Mage Spells.
- +2 Mace.
- Comm Link (see hereafter).
Staff of Me
- An intelligent magical staff made of bronzewood, 6' in length, with adamantine rings binding each end. If damaged, healing the staff requires a Druid using a fresh bronzewood (blessed by a Good cleric) cast in conjunction with Warp Wood, a Druid's Cure Light Wounds, and an M-U's Mending spell.
- The staff's sentient personality is alterable and resembles the personality of its last Good owner. Thus it mimics the personality, likes, dislikes, and even the idiosyncracies of its master. The staff is in effect a copy of its wielder's persona, including memories and thoughts but not including spellcasting, psionics, or other mental magical talents.
- The staff knows all the languages its owner knows. In effect, the staff has the Intelligence, Wisdom, and Level of its master and is subject to mental attack just as if it were an NPC character. Versus mental attacks it saves as its owner with proper bonuses/minuses. Versus physical attacks it saves as thick magical wood (+3, +5 if against demons).
- At all times the staff is of Good alignment and can never be Evil. If touched by an evil creature, the holder receives 2-5 hp of damage initially and 1-4 hp per round of continuous contact. In the hands of a Neutral being, the staff's personality is not affected nor does it alter. The staff will attempt to get into the hands of someone Good and someone who will/can fight demons.
- For the purposes of influencing, the staff's ego is an effective 25. Though the personality of the staff resembles and mimics that of its last Good owner, it will always retain the inexhaustible desire to hunt demons and to destroy all that is of demon-kind.
- Special Purpose Function - Kill Demons. If a named demon is struck in combat by the staff, magic resistance is rolled followed by a saving throw. If the later is successful the demon goes insane for 1-4 rounds. If unsuccessful, death results from disintegration. The staff is considered 15th level for purposes of defeating magic resistance.
- The staff has the power of speech. It may empathize with those in contact with it, but it has no telepathic power. It can speak common and all forms of demon language. It can read all forms of demon script.
- In combat the staff is a +3 magical weapon and inflicts a base of 1-10 (1D10) points of damage. It is +5 v. demons (of importance, that is, real demon types/monsters and not something just born to an evil plane).
- Spell-like functions:
- Strength, 1D4 to activate, lasts 10 rounds. Once/day. Consult spell to see dice rolled to determine points of strength gained.
- Cure 3D8+3 once per day.
- Fly itself at will, 12"/round. It may carry 30 lbs of weight and move at 6"/round.
- Two Special Magical Functions:
- Detect Demons, 6" radius. Perceives illusions as real. Can't detect invisible demons. If the character concentrates with the staff, the ranges are as shown, the initiative is 1D4. If the staff is set to function alone, ranges are halved, and activation is one segment and at anytime. During this time, the staff may not perform any other function and will warn him of impending threats with a loud chime.
- Detect Teleporting, 12" radius. 50-75% chance of working. Incoming teleporting creatures with a destination within radius of effect are known to be coming 1 round before arrival. Outgoing teleporting creatures are known to be attempting teleport at the beginning of the round of attempt. Type of teleportation detected includes all Teleportation (magical, natural & psionic) and Gating but not Summoning.
- Operational Details: If the character concentrates with the staff, the ranges are as shown, the initiative is 1D4. If the staff is set to function alone, ranges are halved, and activation is one segment and at anytime. During this time, the staff may not perform any other function and will warn of impending threats with a loud chime.
Rings of the Inner Planes
- A pair of rings, one with a red stone (right hand) and one with a green stone (left hand). Cannot be easily removed - but a successful Dispel Magic will do the trick. Each worn on one hand, they act together...
- Palm to palm: negative energy blasts out as a missle weapon; hp sacrificed by wielder equals the damage done by the blast.
- Fist to fist: positive energy heals wielder 1 hp per round; cannot let go until totally healed.
- Fingers entwined, red on bottom: levitate.
- Fingers entwined, green on bottom: feather fall.
- Palm to palm, red turned in: resist fire.
- Palm to palm, green turned in: resist cold.
Comm Link
One of two small crystal balls (each one inch in diameter), set in a wide copper armlet. These are communication devices. Activate by concentration, as a standard magical device. Communication is through sound only. Once one is activated, the possessor hears in his mind the sounds that are being generated in the vicinity of the other crystal. If concentration is broken then communication persists for one round more, then the device is deactivated. Range = 1 light second, will not penetrate a sealed lead, gold, or platinum shielded room. The item can be mentally controlled to open or close. Its mate is owned by Nomad.
Mundane Items
- Carried
- 100 Morkothish pp.
- 7 25 gp gems.
- 3 True Seeing components.
- 1 vial holy water concealed for components.
- Holy symbol concealed.
- Ink and paper.
- In Stone Cubby
- 1,040 New Avalonish gp.
- 690 Morkothish gp.
- Elfin chain mail.
- Backpack.
- 4 warhammers.
- 100' silk rope.
- 2 vials holy water
- One Special Egg.
- 300 gp down in New Avalon on a vial of ink to write heal scrolls.
- 333 gp held at New Avalon Adventurers' Guild.
- 5,333 gp held in Shoal.
Residences
Old Solo Adventuring
Site Map | 31 March 99
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)