Peter Perfect

v.3.5 Edition Version

Character class: Paladin
Level: 20th
Race: Human
Alignment: lawful good
Place of origin: Central Earth
Birth date: 28 years before the IUDC
Hair color: blond
Eye color: blue
Sex: M
Height: 6'1"
Weight: 176 lbs, not including equipment
Mannerisms: outspoken, overconfident
Rival: Ringman
Place of residence: small castle
City of residence: the middle of a vast dry lakebed
Motto: "Live and let live — unless you don't agree with them!"

Character Abilities
ability initial
score
natural
score
bonuses raised
score
modifier
Strength 23 24 +6 enhancement from belt of giant strength, +2 enhancement from gauntlets of ogre power 30 +10
Intelligence 18 18 18 +4
Wisdom 18 19 +1 inherent from consumed book of exalted deeds 20 +5
Dexterity 18 18 +6 enhancement from gloves of dexterity 24 +7
Constitution 18 19 +5 inherent from consumed manual of bodily health 24 +7
Charisma 18 20 -2 damage from the Axe of the Dwarvish Lords*, +6 enhancement from the Talisman of Al'Akbar* 24 +7

Saving Throws

Spell Resistance:

Elemental Resistance:
(* = resistance is bestowed by a Major or Minor Artifact)


Speed: 30 feet
(Although he wears +6 full plate armor, this armor comes from 2nd Edition, in which all magical armor is no more encumbering than ordinary clothing.  Therefore, his armor does not reduce his Speed.)

Paladin powers:

  • immune to disease (divine health)
  • immune to fear (aura of courage)
  • +4 supernatural morale bonus to all allies within 10 feet (aura of courage)
  • detect evil at will
  • lay on hands for up to 140 hit points per day (raised to 168 h.p./day by the Invulnerable Coat of Arnd*)
  • remove disease 6x/week
  • area dispel magic at 20th casting level in a 5-foot radius with holy avenger
  • declare 1 attack/day to be at an additional +7 attack bonus and do +20 damage (raised to +24 damage by the Invulnerable Coat of Arnd*) vs. evil (smite evil)
  • turn undead 10x/day as 18th-level cleric (as a 22nd-level cleric with the Invulnerable Coat of Arnd*)
  • cast [4 4 4 4] paladin spells each day (casting level 10th, raised to 12th by the Invulnerable Coat of Arnd*)

    Starting languages: Common, nixie, kobold, dwarvish, gnome.

    Skills:
    Total skill points: 161
    Wisdom-based skills:

  • Profession (trapper), 1 rank
    Dexterity-based skills:
  • Ride, 1 rank
    Skills not based on an ability:
  • Speak halfling (costs 2 skill points)
  • Speak druidic (costs 2 skill points)
  • Speak orcish (costs 2 skill points)
    Unspent skill points: 153

    Feats:

  • Power attack
  • Cleave
  • Great cleave
  • Weapon focus (longsword)
  • Two-weapon fighting
  • Improved two-weapon fighting
  • Greater two-weapon fighting
  • Exotic weapon proficiency (dwarven waraxe)

    Total wealth as coins/gems: 708,550 g.p.
    Experience points: 190,000

    Permanent spells: comprehend langauges, darkvision, detect magic, protection from arrows, read magic, see invisibility, tongues, and resistance.


    Peter Perfect's combat capabilities

    v.3.5 Edition Version


    Weapons of proficiency:

  • All simple weapons
  • All martial weapons
  • Dwarven waraxe
  • Proficiency is assumed with the mattock of the titans, even though the PHB doesn't say whether a gargantuan morningstar is considered a martial weapon or an exotic weapon.

    Weapon focus: longsword

    Armor Class:

  • natural Dexterity score: +4 Dexterity#
  • gloves of dexterity: +3 Dexterity (via +6 Dexterity enhancement)
  • +6 full plate armor: +8 armor#, +6 armor enhancement
  • cloak of resistance and deflection: +4 deflection
  • ring of protection: +3 deflection
    AC: 35
    Flat-footed AC: 28
    AC vs. touch attacks: 21
  • if using +5 large shield: +2 shield#, +5 shield enhancement
    (# = armor class adjustment is not bestowed by magical means)
    (* = armor class adjustment is bestowed by a Major or Minor Artifact)

    Attack Bonus:
    Base Attack Bonus: +20/+15/+10/+5
    other attack bonuses:

  • +7# in melee from Strength modifier
  • +3 in melee from Strength enhancement from belt of giant strength
  • +1 with hammer of thunderbolts (from gauntlets of ogre power)
  • +1 with longswords (from weapon focus feat)
  • +4# at range from Dexterity modifier
  • +3 at range from Dexterity enhancement from gloves of dexterity
    (# = attack bonus is not magical in nature)
    (* = attack bonus derives from a Major or Minor Artifact)
    Total Attack Bonuses:
  • Prometheus: +37/+32/+27/+22
  • hammer of thunderbolts*: +36/+31/+26/+21
  • Axe of the Dwarvish Lords*: +36/+31/+26/+21
  • other proficient melee weapon: +30/+25/+20/+15 +plus
  • +5 composite long bow: +32/+27/+22/+17 +arrow's plus

    Damage adjustments:

  • x2 damage dice with hammer of thunderbolts
  • +7# with melee, thrown weapons, or mighty bows from Strength modifier
  • +3 enhancement with melee, thrown weapons, or mighty bows from belt of giant strength
  • +1 more enhancement with hammer of thunderbolts (from gauntlets of ogre power)
    (# = damage adjustment is not magical in nature)
    (* = damage adjustment derives from a Major or Minor Artifact)
    Totals:
  • Prometheus: +16, +2d6 vs. evil targets
  • hammer of thunderbolts*: +16, and double damage dice
  • Axe of the Dwarvish Lords*: +16
  • other proficient melee weapon: +10 +plus
  • +5 mighty composite long bow: +15 +arrow's plus

    Peter prefers to wield Prometheus in his right hand and either the Axe of the Dwarvish Lords or his hammer of thunderbolts in his left.  With this combination, he is at -4 attack bonus with each weapon, so his melee attack summary is as follows:
    Prometheus:

  • Attack bonus: +33/+28/+23/+18
  • Damage: 1d8+16, +2d6 holy damage vs. evil targets
  • Critical: Threat range 19-20, critical damage x2
    Axe of the Dwarvish Lords*:
  • Attack bonus: +32/+27; +34/+29 vs. goblinoids
  • Damage: 1d10+16; 1d10+18 with 2d6 bonus damage vs. goblinoids
  • Critical: Threat range 19-20, critical damage x3
    hammer of thunderbolts*:
  • Attack bonus: +32/+27
  • Damage: 2d8+16, Fortitude save at DC 16 or die vs. giants
  • Critical: Threat range 20, critical damage x3

    Hit point adjustment due to Constitution: +7 per hit die
    Hit die type: d10
    Hit points: 325
    Regenerate 20 h.p. per hour from ring of regeneration
    Damage reduction 10/epic from the Invulnerable Coat of Arnd*
    Heavy fortification (100% immunity to critical hits and sneak attacks) from the Invulnerable Coat of Arnd*


    Peter Perfect's Items

    v.3.5 Edition Version



    PROMETHEUS: +6 holy avenger.  Intelligence 17, Wisdom 18, Charisma 18, speech and telepathy, read all languages, read magic, lawful-good alignment.  Ego: 29.
    Languages Spoken:

  • Common
  • plus 3 others
    Primary Abilities:
  • Detect "elevator"/shifting rooms/walls in a 20' radius
  • locate object in a 120' radius
    Extraordinary Power:
  • telekinesis twice per day, 250 lbs. maximum, one minute per use.



    Other Magic Weapons:

    mattock of the titans
    maul of the titans
    +5 mighty composite longbow
    , 20 +4 arrows
    +3 vorpal longsword
    +5 spear
    +5 jo stick
    +2 dragon bane longsword
    (was a green dragon slayer)
    luck blade (4 wish spells)
    trident of fish command (50 charges)



    Magic Rings:

    elemental command (air)
    elemental command (earth)
    elemental command (fire)
    elemental command (water)
    freedom of movement
    protection +3

    raise dead fully (1/2)
    regeneration
    three wishes
    three wishes
    three wishes
    (with 1 wish remaining)
    shooting stars
    spell storing (cure serious wounds, divination, speak with plants, neutralize poison,
    and lower water)
    spell turning
    swimming
    telekinesis
    warmth
    x-ray vision

    All rings are worn simultaneously.  Peter Perfect does not follow that piddling little restriction about not being able to have more than 2 magic rings be effective at the same time.  Note that two rings of shocking grasp (one for each hand) used to be part of his retinue, but they no longer exist in 3rd Edition.  (Not that Peter lets that stop him from keeping the old "raise dead fully" ring he picked up in the Survival of the Fittest solo adventure.)



    Potion arsenal:

    (46 potions total)



    Major Artifacts:

    The Axe of the Dwarvish Lords: +6 keen throwing goblinoid bane dwarven waraxe

  • non-dwarf wielder takes 2 points of temporary Charisma damage (but, hey, Peter could always say that he has Spell Resistance or something)
  • +10 bonus on armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing checks
  • summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week

    The Cup and Talisman of Al'Akbar:

  • Cup emits light as a daylight spell
  • Cup dispels any darkness-based spells whose area it enters
  • Cup can be filled with one gallon of holy water, which will act as a potion of cure critical wounds or potion of neutralize poison (owner's choice)
  • Talisman grants wearer a +6 enhancement bonus to Charisma score
  • Talisman's wearer can cast remove blindness/deafness, remove curse, and remove disease at will
  • Once per month, if Talisman is placed in Cup, Cup can be filled with 1 gallon of holy water, which will act as an elixir of resurrection
  • Evil character touching either is struck with holy word
  • Chaotic character touching either is struck with dictum

    The Invulnerable Coat of Arnd: Originally belonged to Omnion.

  • +5 chain shirt of heavy fortification
  • damage reduction 10/epic
  • Resistance 20 against acid, cold, electricity, fire, and sonic energy.
  • +4 class levels for purposes of turning undead, casting level, smite evil, and lay on hands



    Minor Artifacts:

    Book of Infinite Spells
    Hammer of Thunderbolts



    Other Magic Items:

    Items in square brackets [] are items with no 3rd Edition equivalent
    
    cube of force (36 charges)         +6 full plate armor
    belt of giant strength (+6)        +5 large steel shield (no longer used)
    helm of brilliance                 rope of climbing
    helm of telepathy                  broom of flying
    drums of panic                     wand of detect secret doors (and traps) (94 ch.)
    scarab of protection               rod of enemy detection
    stone of good luck                 rod of wonder
    lyre of building                   +5 full plate barding (on mount)
    [spade of colossal excavation]     folding boat
    boots of elvenkind                 amulet of the planes
    cloak of elvenkind                 horn of the Tritons
    portable hole                      rod of lordly might
    eyes of the eagle                  scroll of resist elements (cold), cst lvl 3
    eyes of petrification              [scroll of protection from all lycanthropes]
    [amulet of life protection]        [scroll of protection from magic]
    gloves of dexterity (+6)           [scroll of protection from demons]
    medallion of thoughts              [scroll of protection from devils]
    boots of speed                     rod of cancellation
    periapt of proof against poison    dust of disappearence (20 containers)
    +4 cloak of deflection and resistance
    horseshoes of a zephyr (were on warhorse)
    horseshoes of speed (were on warhorse)
    gauntlets of ogre power (for the hammer of thunderbolts)
    amulet of proof against detection and location
    necklace of fireballs (type I-VII: 1, 2, 2, 2, 2, 2, 4, 4, 4)
    


    Mundane Items:

    tinder box                         hooded lantern
    17 torches                         7 flasks of oil (Alchemist's fire?)
    bullseye lantern                   250,000 g.p. small castle
    backpack                           small keep
    quiver for arrows                  helmet
    24 normal arrows                   water skin
    10 silver arrows                   60 feet of rope
    warship                            large galley
    


    Peter Perfect's mount

    v.3.5 Edition Version


    great gold wyrm dracolich (uses the Nov. 2003 Draconomicon rules)

    Name: Fluffball

    Type: undead

    Size: Colossal

    abilityscoremodifier
    Strength51+20
    Dexterity10+0
    Constitution(was 33)(was +11)
    Intelligence32+11
    Wisdom33+11
    Charisma34+12

    Hit dice: 41d12 + 8d8 (for being a 20th level paladin's mount) + 539 (from former Constitution score)
    Hit points: 1,095

    Armor Class:
    Base AC: 2 (due to Colossal size)
    Natural armor: 40 inherent, +10 for being a 20th level paladin's mount, +2 from being a dracolich
    Full plate barding: +8 armor, +5 enhancement
    Total AC: 67

    Fortitude Save: (was +37)
    Reflex Save: +26
    Will Save: +37
    Spell resistance: 33, +25 from being a 20th level paladin's mount, +3 from being a dracolich
    Damage reduction: 20/magic, plus 5/bludgeoning from being a dracolich

    General attack bonus: +57

  • Bite attack: Attack bonus +57 (+58 with Weapon Focus), 4d8+20 damage (+1d6 cold damage from being a dracolich)
  • Claw attacks (2): Attack bonus +52 (+53 with Weapon Focus), 4d6+10 damage (+1d6 cold damage from being a dracolich)
  • Wing attacks (2): Attack bonus +52, 2d8+10 damage (+1d6 cold damage from being a dracolich)
  • Tail slap: Attack bonus +52, 4d6+30 damage (+1d6 cold damage from being a dracolich)
  • Fire breath: 70 ft. cone, 24d10 damage (Reflex save at DC 42 for half).
  • Weakening gas breath: 70 ft. cone, all within suffer 12 pts. temporary Strength damage (Fortitude save at DC 42 negates)
  • Fear: when attacking, charging, or flying overhead, all within 360 feet with less than 49 hit dice become panicked or shaken for 4d6 rounds (Will save at DC 42 negates)
  • Paralyzing gaze: paralyze for 2d6 rounds victims within 40 feet of eyes who fail a Fortitude save at DC 42.  Those who save are forever immune to her gaze.
  • Paralyzing touch: paralyze for 2d6 rounds all creatures struck by one of her attacks who fail a Fortitude save at DC 42


    Immune to non-object-affecting effects reqiring a Fortitude save
    Immune to polymorph, cold, and electricity effects
    Immune to mind-affecting effects, poison, stunning, disease, and death effects
    Not subject to critical hits, nonlethal damage, ability to damage her physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage.
    Immune to sleep and paralysis effects
    Immune to fire
    Blindsight, range 360 feet
    Darkvision, range 1200 feet
    Can breathe under water (fire breath becomes superheated steam breath)
    Can make one gem/day behave like a stone of good luck for 1d3+36 hours
    Detect gems 3x/day
    Alternate Form 3x/day (like polymorph self but to 1 form only and with no free hit point recovery)
    bless 3x/day
    geas/quest 1x/day (save at DC 27)
    sunburst 1x/day (save at DC 29)
    foresight 1x/day
    Improved evasion, due to being a paladin's mount
    Command dragons or dracoliches with less than 49 hit dice 10x/day, due to being a paladin's mount (DC 21 Concentration check if being ridden)
    Control undead 1x/3 days, caster level 15th, can't cast other spells while this ability is in effect

    Skills:
    Total skill points: 884

  • Jump, 49 ranks (gained for free)
  • Spellcraft, 49 ranks (gained for free)
  • Listen, 49 ranks (cost 49 skill points)
  • Spot, 49 ranks (cost 49 skill points)
  • Search, 49 ranks (cost 49 skill points)

    Feats:
    Number of feats: 17

  • Power Attack
  • Improved Initiative
  • Alertness
  • Blind-Fight
  • Cleave
  • Improved Sunder
  • Weapon Focus: bite
  • Weapon Focus: claw
  • Empower Spell
  • Quicken Spell
  • Maximize Spell
  • Widen Spell
  • Flyby Attack
  • Hover
  • Quicken Spell-Like Ability
  • Snatch
  • Wingover

    Casts spells as a 19th level sorcerer, i.e. [9 9 9 8 8 8 8 7 5] arcane spells per day, plus 6 0-level arcane spells per day, at 19th casting level.  (Should perhaps be a 23rd level sorcerer due to the +8 hit dice from being a 20th level paladin's mount, but that's not figured in here.)
    May cast clerical, law domain, luck domain, and good domain spells as arcane spells.

    Speed: 60 feet
    Fly: 250 feet (clumsy), considered supernatural
    Swim: 60 feet


    Click here to see the 1st Edition, pre-Unearthed Arcana version instead.
    Click here to see the 1st Edition, post-Unearthed Arcana version instead.
    Click here for the pure Revised 2nd Edition version instead.
    Click here for the 3rd Edition version instead.

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