Newsgroups: rec.games.frp.dnd
Subject: D&D Characters wanted
Date: 26 Aug 92 22:47:00 EST


 am> I  am currently gathering old powerful Dungeons & Dragons
 am> Characters.  Characters from old campaings, that are

Hi Aram!  Here is my most powerful and most beloved character, developed
thru 10 years of play (I played a lot of others over that time, but I never
completely stopped using this one).  The history is sketchy, but I do have
a nice write up on his two most important items.  The character is from a
Magic-User world (as opposed to the fighter dominant of straight AD&D),
that uses spell points.

Pexador (AKA Strider) 18th level Magic-User/10th level Stalker (Bounty
Hunter)
                        7th level Dagger(thief)
    original  Current
STR   13       18/81       I knew a thief/witch/illusionist that was a
INT   16       19           Werefox and didn't have to worry about growing
WIS   13       18           old so you created a Wand of Alter Reality and
CON   15       18           and upped all my stats.
DEX   13       18
CHA   10       19
COM   15       15

Hit points 126        Alignment CN  (formally LN, but drew the card
Judgement from a cursed Deck of Many Things)

Human  - 35 years old by appearance, but is actually closer to 50 (spent 5
years time in a Wish generated Slow time bubble around his underground
lair, doing nothing but spell research and item generation.  And 9 years in
another dimension where he gained several extra abilities and vices.

Height 5'6"   Weight 167 (originally 200, but used a special potion to get
rid of the extra fat, better than Lyposuction!)

    At one point, Pexador was hit with a curse that made him 3 foot tall,
but he retained his weight of 200 pounds, talk about the fat rolly polly
jokes!

God - Thoth (Egyptian god of knowledge)
    Pexador is a very devote worshiper of Thoth (to the point of building
several large new temples at various points around the globe), in fact his
whole psyche is built around the premise "to gain knowledge at all costs". 
He believes that "Knowledge is power, and Wisdom is the hand that wields
it."

Special Abilities and Miscellaneous notes:

Elven Senses
Left Handed
Hedonist (lives to have a good time) (from the 9 year stay in another
dimension, sent there by a cursed 4 sided gate on top of a pyramid)
Irises of eyes are Metallic Bronze (from a curse)
Heart is a Harp (with strings) (it was a dagger, but was changed to a Harp
as a boon from a Phoenix, I still don't know what the boon is.)
Spell Research Time is halved (from 9 year stay)
Innate Teleport (no error)
Survive as a Barbarian
Track as a Ranger
Knockout Blow as a Bounty Hunter
+2 Throwing Accuracy
+1 Two Weapon combat

Secondary Skills:
Bootmaker               Weaver              Butcher
Interpreter II          Wheelwright
   (all of next group from the 9 year other dimension stay)
Inkmaker 13th level             Painter 11th level
Astronomer 14th level           Dancer 15th level
Alchemist (Drugs & Narcotics) 9th level
Alchemist (Biogenesis) 11th level
Alchemist (Elemental essences) 8th level

    Esoteric General knowledge skills
Demonology 60%  (Has a gem of Demon Lore with an Intelligence of 20 and an
Ego of 20, that is teaching him more as time permits, obviously Pexador
keeps this locked in a lead lined room, so that it wont take control of
him, when his hit points are low.)
Cthulhu 39%

Pexador continues to advance as a Magic User, but is maxed at 10th as a
Stalker. Pexador is a member of the Gray Tarot, which has a branch for each
of the major classes.  You can progress up to 10th in any area and then
switch to another, when you go over 10th you become a part of the Lesser
Court of that particular suit.  You must fight the current holder of the
title to progress to Lesser Court level of which there is a Knave,
Page/Herald, Knight, Lord/Lady, King/Queen, Major Arcana, and Wild Card.

Being a Magic-User and Master Alchemist of Biogenesis, Pexador created a
special Homunculus that is highly resistant to most elemental attacks, can
act as a spell cannon (described below) and is intelligent enough to act on
its own
in defense of its master.

Pexador likes to travel light, so he spent quite a bit of time combining
his magic items into smaller of packages.  At one point he looked like a
Mexican Bandito with his bandoleer of Wands strapped across his chest.  He
has since devised a LONG ritual to combine similar Magic Items as follows

Pexador's Wand  (100 charges as normal, but has all of the following "Wand
of" functions:
Magic Missiles      Wizardry    Illusion        Defending
Lightning Bolts     Necrosis    Forcebeam       Cold
Invisibility        Fire        Frost           Acid
Wizard's Bullet     Warding     Sepia Snake Sigil
Polymorphing        Delusion    Conjuring & Summoning

Pexador also has a combined Ring, Staff, Robe, Amulet, Cloak, Boots, and
Bracers each with a varying set of combined powers like the Wand.

In addition, If that wasn't enough, Pexador created the spells Pexador's
Pigments, Pexador's Tattoos, and Pexador's Patches, with which he can paint
any mundane object he desires.  Or with the Tattoos or Patches he can
reduce any mundane item (or magical, if it makes a saving throw) into a
magical Tattoo or Patch which can be called up for later retrieval at any
time.

Pexador also has a Mirror that can see into our current world.  With this
has constructed some very profitable side lines.  On the underground level,
he pushes his highly addictive narcotics and drugs.  On the public level he
has a very bid ad campaign to promote his Pexie Cola (which also seems to
have a mildly addictive quality). He has also set up a factory, that
employs low level magicians to create a shirt (with a little wizard logo
over the left breast) fro ma simple low level ritual.  The shirts really
sell, as the wearer can choose their color at will, and they are affordable
to all but the lowest class of peasants.

Now to Pexador's most prized Magic Items...


KNOWLEDGE - The Stave of Pexador (and his descendants)

A large ornate staff with a 250,000 GP amethyst as the main component
surrounded
by gold and other precious metals and woods.

INT 25, EGO (too high to calculate)

The amethyst can act as a Crystal Ball, with the additional capabilities of
a
Spell Cannon (if you can see a person or place in the Crystal Ball, you can
cast
a spell thru the Crystal Ball at them).  Knowledge can learn spells in the
time
required to do research of its master.  Knowledge can cast 2 spells
simultaneously, with the combined total of the spells' levels being 1/2 of
its
master's level.  Knowledge can hold the same number of spells that its
master
can keep in memory.  Once Knowledge has learned a spell it is never
forgotten.
To recall an inactive spell and replace an active one, takes 1 turn/level
of the
spell.

Due to the size and magical nature of the amethyst, Knowledge also has the
power
of Amethyst Energy. Amethyst Energy is fully under the control of the
wielder.
If you desire fire based energy to use against the Frost Giants, you have
it. If
next round you need cold based energy for the Salamanders, you have it. 
The
shape of the energy is also under your control.  You can cast fireball
like
effects, bolts, or even fan shaped energy for 2 dimensional effects.

Anyone hit by Knowledge must make a save vs. RWS or contract amnesia
(Knowledge
has sucked the victim's knowledge into itself and has full access to it). 
If
the save is made the victim still has the effects of a Forget spell.

Physical damage done by Knowledge is as a Staff of Striking.  The wielder
can
choose to go into a purely defensive mode (requires complete concentration)
and
let Knowledge fend off all physical attacks aimed at its master.

Additional properties given to its master by Knowledge: 30% Magic
Resistance;
immunity to the effects of all hallucinogens, narcotics, etc.; True Seeing;
and
Mind Blank.

Knowledge will serve its master faithfully, it is a sentient being in its
own
right, and will fight on its own to protect its master when they are in
great
peril.  Knowledge will not willingly leave beyond 5 feet of it master, but
if
separated, will use all of its resources to return to its master.

When Knowledge's master is irrevocable dead, (otherwise Knowledge will
seek
restorative means beyond its own capabilities to bring back its master),
the
staff will seek out the master's relative with the most potential for being
it
new master.


FOLLY - Weapon of Pexador and companion to Knowledge

Folly is a shapechanging weapon of +5 ability.  Folly can take on the form
of
any type of weapon, size is not a consideration.  If its master takes on a
Giant
form it can easily become a giant size club or sword.  Folly will also give
the
wielder an additional 1 attack/round above any already received from
proficiencies and speed spells.

On a natural 18, 19 or 20 Folly has struck the victim's most vital organ,
causing instant death.  On any strike it drains 2 levels from the victim.
These
drained levels can be transferred to the wielder (temporarily) as 5 Hit
Points
and 1 point of Strength for 10 turns OR stored as a 2d6 of energy to be
used as
described below.

Folly can store up to 100d6 of drained energy indefinitely, but these dice
can
not be transferred back to the user as Hit Points or Strength as described
above.  The wielder can release as many dice of energy as he has levels. 
The
energy is released in a bolt that automatically hits, but the victim can
save
for 1/2 damage.

If the wielder doesn't keep track, and Folly absorbs more that 100d6 of
energy,
the wielder must make a saving throw each round vs. Magic that more that
100d6
of energy is stored.  If the saving throw is failed, the ALL the energy is
released in a 60' diameter sphere.

Folly can hit beings that are ethereal, astral, out of phase, etc.  Folly
will
point to the most powerful opponent when asked.  Folly can teleport to it
master's hand at any time.

Folly also has a 25% chance of negating any spell thrown at its wielder.

Folly's big drawback is its love to fight.  Once it has begun a fight it
will
not let its wielder withdraw until the opponent is dispatched.  If you
begin a
fight with someone you can not defeat, Folly will fight until you die!

When Knowledge and Folly are used together, all knowledge from foes killed
by
Folly are also transferred to Knowledge.

Pretty wild, huh?

    Robert

 * Origin: I'm a martial artist! Karate & Comics &... (501)968-3910
(1:19/37)
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