Oldest Mike Alterio
aka Patele Kelekolio, aka Father Gregory, aka Joseph Greenleaves, aka Lord John Whorfin, etc.
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: 565,640 |
Deity: The Great God Of The Elves |
Height: 163 cm |
Alignment: Chaotic Good |
Weight: 71 kg |
AC: 2/-1 parry |
Move: 12" |
Hit Points: 72 |
(As of day 230) |
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).
- Magic Save Bonus: +1 on all saving throws versus magic.
Magic Items
- Holy Symbol with Continual Light.
- Elfin Chain Mail.
- Necklace of Force Beads (Fireball analog): one 3-die bead around neck.
- Scarab of Protection +1 (as DMG): Can currently absorb 6 levels of life energy level draining, save on 20 for attacks with no save.
- Lucky Broken Iron Arrow of Death (+1 on all saves to the possessor of both halves.) Past auguries and omens suggest that, if mended, the item would function as an Arrow of Direction.
- Ring of Holding filled with water (20 gal.) and air.
- Potions: Invis (4d), Oil of Elemental Fire Invulnerability, Lemon Juice from the Abyss.
- 2 Continual Light Stones.
- +2 Mace.
- Staff of Me (see hereafter).
- Comm Link (see hereafter).
- Twin Rings of the Inner Planes (see hereafter).
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.
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. 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.
Mundane Items
- 3 True Seeing components
- 900 gold pieces
- 3 Teleport scrolls waiting in Avalon (traded for a magic mace)
- 300 gp down on a vial of ink to write heal scrolls
- Backpack
- 5 warhammers
- 100' silk rope
- 5 vials holy water
- ink and paper
25 June 97
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)