Character class: Paladin
Alignment: lawful good
Patron Deity: "My Deity"
Place of origin: Central Earth
Birth date: 23 years before the IUDC
Hair color: dark brown (same as beard)
Eye color: green
Weight: 168 lbs, not including equipment
Mannerisms: bold but humbled
Relations: Common-law ex-husband of the late Sick Sword, father of Disgusting Sword, Ridiculous Sword, and Gross Sword, grandfather of Unbelievable Sword; husband of Izabella, father of Danny and Sheila.
Place of residence: small castle named "Ringman's House"
City of residence: Town
Paralyzation, Poison, or Death Magic: 3 (0 vs. poison)
Perification or Polymorph: 4
Rod, Staff, or Wand: 5
Breath Weapon: 4
Poison that normally allows no saving throw: 15
Special Adjustments: +3 vs. Dexterity-based saves, +2 vs. will force, +3 vs. poison (from periapt), all others within 5' radius save at +3 thanks to ring of protection.
Resistances: all diseases which aren't curses, 50% magic in a 5' radius (holy avenger), -1 to all attack rolls by summoned or evil creatures in a 10' radius.
Native language: Common
Languages gained via Intelligence score: blink dog and halfling.
Movement base: 12
Total weapon proficiency slots: 7
Used weapon proficiency slots: 7
Non-proficiency penalty: -2
Chosen weapons of proficiency: longsword, composite bow, dagger, ballista, heavy lance, horseman's flail, bastard sword.
Total nonweapon proficiency slots: 6
Used nonweapon proficiency slots: 2
Nonweapon proficiencies: stonemasonry (STR/-2), reading and writing Common (INT/+1).
Armor worn: full plate +4, shield +4
Base Armor Class: 0
Armor Class adjustment due to dexterity: +3
Armor Class adjustment due to magic: +8
Shieldless Armor Class: -6
Rear Armor Class: -1
Armor Class: -11 — except that the magical Armor and Shields description section in the DMG limits A.C. to -10
Base THAC0: 12
To-hit adjustments: +2 with missiles from dexterity, +2 in melee from strength.
Damage adjustments: +5 in melee from strength.
Hit point adjustment due to constitution: +3 per hit die.
Hit die type: d10
Hit points: 79
+2 dexterity adjustment to surprise.
Attacks per round: 3/2
Total wealth as coins/gems: 255 g.p. (after tithing)
Experience points: 431,241 / +10% = 474,365
Spell(s) usually memorized: endure cold/endure heat.
Magic components carried: none needed
Turn undead as a 7th-level priest: Skeleton D, Zombie D, Ghoul T, Shadow T, Wight 4, Ghast 7, Wraith 10, Mummy 13, Spectre 16, Vampire 19, Lich 20.
Other paladin abilities: Detect evil 60' radius, heal 18 h.p. once per day by laying on hands, cure disease 2 times per week, dispel magic as a 9th level spellcaster in a 5' radius (holy avenger).
full plate armor +4
composite longbow +1, 22 arrows +1, 12 arrows +3
longsword +5 (perhaps +6), holy avenger, sentient, named "Prometheus" (see Peter Perfect's character sheet for details on Prometheus).
dagger of throwing +4
Periapt of Proof against Poison +3
ring of protection +3 (5' radius)
ring of shooting stars
Warhorse wears full plate barding +3, horseshoes of a zephyr, and
horseshoes of speed.
Home castle also has a ballista +1 in it.
lance for heavy warhorse, dagger & scabbard, bastard sword & scabbard, helmet, backpack, 10 oil flasks, 1 quart water skin (full), iron rations, bullseye lantern, hooded lantern, tinder box, high hard boots, longsword & scabbard, horseman's flail, 10 silver arrows, quiver with 20 flight arrows and 12 sheaf arrows, 12 ballista projectiles.
Type: magical horse
Hit dice: 5+5
Hit points: 32
Armor: full plate barding +3
Armor class: -1 (-3 if using the Arms and Equipment Guide rules supplement)
Attacks per round: 3
Damage per attack: 1d8/1d8/1d3
Horseshoes: zephyr & speed
Movement base: 18 (x2 with horseshoes of speed)
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