Vellion the Dragon-Armed

 Ability Scores

 Current  Original  Adjustments
 Str  23 (+5)  11  + Wishes, -1 Watcher Collosi, +Disking, +God Egg, +Old Friend?
 Dex  20 (+4)  18 +Old Friend?
 Con  24 (+6)  16  + Wishes, +1 Medusa Chair, + Disking, +God Egg, +Old Friend?
 Int 22 (+5)  18  +3 Ebbansalma, +God Egg, -1 from Wheel of Hell
 Wis 24 (+6)  11  + Wishes, +1 Gravelands Death, +3 Ebbansalma, +God Egg, +1 from Wheel of Hell
 Chr  21 (+4)  16  – 1 Chr Honor Jamadaru, +1 Watcher Collosi, + disk Wish party, +Ambrosia
 Armor Class         BASE            DEX   VOULGE
 Mystic -6 -10 -13
Combat Stats Class Stats
Hit Points
160 Class MYSTIC
Thac-5
2 Level 36 (56th effective)
XP Award 5,837,018 as of 7/12/2015
 +150.244 from ???
 +3,600 from scrape above
 +456,188 from Braid Artifact session
 +175,486  –  4/11/2020
+ 823,058 – August 10, 2021
 + 250,000 – August 2024
TOTAL  7,695,594 as of August 10, 2021
Movement
120 walk 180 Fly
Saving Throws Secret Craft: RUNE
Breath Weapon
2 (+3)
First
96 Matter
Death
2 (+3)
Second
86 Life
Petrification/Para
2 (+5)
Third
76 Power
Spells
2 (+5)
Fourth
66 Magic
Rod/Staff/Wand
2 (+5)
Fifth
True Name
NOTES Languages
– Immune to Beholder Eye Rays
– Lost 1 HP permanently
– +1 CHR/-1 STR, Watcher Colossi
– +1 HP Honoring Jamadaru
–  +25% to avoid Artifact penalties
– No Artifact Penalties: Hel’s Wheel
–  Epic Wish x 2 to be able to use the Voulge and attain Grand Master.
–  Epic Wish to be a Mystic for One Year
– Bronze Blooded (can see into the Bronze Realm)
– Stats from meeting with the Immortals, and maybe “The Old Friend” elder god
Glantrian: FORGOTTEN
Thyatian
Elven
Family
Druida
Tien Shi
MacGregors
 No Artifact Penalties or Handicaps

Draconic Form!
Assume Dragon-like Form
Range: 0’ (caster only)
Duration: 12 turns + 3 turns per level of the caster
Effect: gives caster dragon-like physical characteristics and powers

This spell allows the caster to assume a humanoid form with dragon characteristics. The caster grows large fangs, a dragon tale, and has a dragon’s dorsal fins protruding from his/her back. The caster’s natural armor class is reduced to -1, he/she gains one additional tail attack per round for 2d4+2 damage (during combat only – can’t be used while casting spells or invoking spell-like effects), and once per day can breathe fire, acid, or lighting (depending on the caster’s dragon affinities) for 10d6 damage (save vs. dragon breath for half damage). In whatever respects the caster maintain humanoid characteristics, they resemble his/her original form.

The Voulge*:
BS     1D10+2                     –                            –
SK    1D10+5            H: -1AC/1                               Double Damage (20) 5%
EX    1D10+8            H: -2AC/1        Deflect(1)       Double Damage (19-20) 10%
MS    P= 1D10+12    H: -2AC/2        Deflect(1)       Double Damage (18-20) 15%
S=1D10+10
GM   P= 1D8+18       H: -3AC/2        Deflect(1)       Double Damage (17-20) 20%
S= 1D8+14
* Loses individual Initiative with less than 2 handed weapons.

ARTIFACTS I’VE USED
—————————–
Anklet of Asterius
Braid of Thorn 
Cape of the Ordinary Man
Egg of the Phoenix
Hammer of Life
Head of Shanara
Hearts of Kagyar
Owl of Mnexitarin
Quarterstaff of Alyosha
Skyhook Ballistae
Tome of Elish
Wife of Illmarinen
BOOKS I’VE READ
—————————–
Chitherki “Education”
Sulata “Horses & hippogriffs”
Mira “Aerial warfare”
Prisnatano “Happiness & Asceticism”
Vir “Strength Training and Exercise”
Epens “Piety”
Natane “Fundamentals of Magic”
Elstir “Treatise on Liberation of Humankind”
Frush “Preservation of the Flesh”
Rethim “Archery & Hunting”
Dryinu “Marriage”
Chronomos “Rulership”
Crysma “Treatise on Self Effacement”
Thanos “Treatise on Sentience”
Lyterrono “Principles of Pre-Cosmology”
Tuaren “Sources of Magic”
Crobyem “Chiustra”
Yeveny “Properly Breeding Animals”
Koritim “Swordcraft”
Chethem “Romantic Love”
Shydemn “Purposes of Art”
Chitherki “Education”
Crem “On Defense of Warfare”
Ensu “The Rituals”
Fynnis “History”
Tuon “Smithing”
Yterat “Harvest”
Ensem “Language”

Mystic Abilities:

Martial Arts

Martial Arts Mystics are able to fight very effectively without using weapons or magic. They utilize a form of unarmed combat as part of their mystical training. They call this training “the discipline,” but others often call it “martial arts.” The discipline involves physical training, meditation, philosophy, and comprehension of the forces of the universe, and mystics are taught to resolve difficult situations peacefully whenever possible; for these reasons, mystics do not care to have their lifestyles referred to as “martial arts,” as the term suggests that all they do is fight. The mystics’ discipline is presumed to integrate and vastly improve upon the bare-handed combat techniques described in Chapter 8. As you can see in the Mystic Special Abilities Table on the next page, mystics can strike more often than normal humans, elude attacks better (their enhanced AC), and deal more damage when fighting barehanded. They can also fight with weapons, and can use their multiple attacks per round with melee and thrown weapons (but not missile weapons). In addition, when fighting unarmed, they can often hurt monsters which can ordinarily only be hit by magical weapons. Though a mystic’s hands are not magical, an experienced mystic can use them effectively against creatures immune to normal weapons, as shown in the Mystic Unarmed Attack Equivalents Table.

Mystic Unarmed Attack Equivalents Table
Level – Weapon Equivalent
2 Silver Weapon
5 +1 weapon
8 +2 weapon
11 +3 weapon
14 +4 weapon
16 + 5 weapon

These attacks don’t gain the attack or damage bonuses of their magic-weapon equivalents, but can hit creatures as if the indicated weapon were used. For example, a 5th level mystic can hit and hurt a gargoyle when fighting barehanded.

Set Spear vs. Charge, Fighter Combat Options Beginning mystics can utilize the fighter’s Set Spear vs. Charge maneuver. They cannot utilize the Lance Attack maneuver. At Name (9th) level, they get three of the Fighter Combat Options (smash, parry, and disarm, but not multiple attacks). The Fighter Combat Options are detailed under “Combat Maneuvers” in Chapter 8.

Acrobatics Some mystics may also possess a special ability called acrobatics. This specialized ability, while useful, detracts a mystic from fully focusing on his combat abilities; this is why acrobatic mystics have a -20% penalty on all earned experience. Acrobatics allows a mystic to perform the following actions:
Jumps/Leaps
Tumbles/Flips
Catches (to prevent oneself from falling)
Swings
Balancing

The game effects of this ability are these:

First, the mystic’s acrobatics ability includes every feature of the Acrobatics general skill mentioned in Chapter 5.

Second, with a successful ability check, the mystic can cross rough, broken terrain at no modification to his movement rate: He flips over obstructions, leaps across trenches, handsprings over low fences, etc. This doesn’t affect his long distance movement rates; it only affects his encounter speed and running speed.

Third, the mystic can cross a line of enemy warriors without having to go around or break through it. With a successful ability check, he can roll between the legs of one opponent, or handspring over the line, or pole-vault using his spear, and thus cross a distance equal to his encounter speed’s movement rate. He suffers no AC penalty when he performs this action.

The mystic’s chance to perform any of these actions successfully is calculated this way: Three times the mystic’s Dexterity score plus two times the mystic’s experience level equals the mystic’s percentile chance to perform the action.

Acrobatics Check =
d% roll vs. ([3 * Dex] + [2 x Lvl])

d% roll vs ([3 * 18 = 54] + [2 x 36 = 72]) = 126

For example, a 3rd level mystic with Dexterity 15 would have a 51% chance to perform an Acrobatics feat.

The DM, if he prefers to make acrobatics an easier and more commonly useful ability, can decide to use some alternate means to check success. For example, he might have the player roll 1d20 against his Dexterity score, with any roll equal to or less than the Dexterity score indicating success. Whatever type of roll he uses, the DM is free to adjust any individual roll to reflect the difficulty of the action being attempted. Doing a backflip on the street to entertain a flock of children is much easier than doing one while walking on a wire ten stories in the air; the DM might wish to improve the mystic’s chance to perform the former task and make the latter task harder.

Thief Abilities 
Any mystic can use the following special abilities of thieves as if he were a thief of the same level:
Find Traps,
Remove Traps,
Move Silently,
Climb Walls,
and Hide in Shadows.

Mystic Abilities 
Mystics gain the following special abilities as they progress in experience levels:
2nd Level: Awareness
4th Level: Heal Self
6th Level: Speak with Animals
8th Level: Resistance
10th Level: Speak with Anyone
12th Level: Mind Block
14th Level: Blankout
16th Level: Gentle Touch

Explanations of Mystic Abilities 
Awareness: The mystic is only surprised on a roll of 1 (on 1d6). (Surprise is explained in Chapter 7.)
Heal Self: The mystic may, once per day, cure himself of 1 point of damage for each experience level he has. He does this simply by concentrating for 1 round. Example: a 10th level mystic can concentrate for one round and will heal (regain) 10 hit points of damage.
Speak with Animals: The mystic may speak with any normal or giant animal as often as desired; animals understand his speech and he understands theirs, though no animal is forced to talk to him.
Resistance: The mystic takes only half damage (round down) from all spells and breath weapons that inflict damage, or one-quarter damage (round down) if the saving throw is successful. Any attack that does him damage will do a minimum of 1 point of damage, even if rounding indicates 0 points of damage.
Speak with Anyone: The mystic may speak with any living creature that has a language of any sort, as often as desired. The creature being spoken to does not have to converse with him.
Mind Block: The mystic is immune to ESP, hold and slow spells, magical charms, quests, and geas spells.
Blankout: By concentrating for 1 round, the mystic causes his presence to “disappear.” No living or undead creature can see him; there is no saving throw. The effect lasts for 1 round per level of the mystic; it is dispelled automatically if he attacks. He may only do this once per day.
Gentle Touch: Once per day, the mystic may use the Gentle Touch on any one living creature (it requires a normal roll to hit; if he fails to hit, he can try the Gentle Touch again). The mystic must declare he is using the Gentle Touch before he rolls to hit, and must declare which result (explained below) he is seeking. The victim does not get a saving throw, but a victim which has more Hit Dice than the mystic’s experience level is not affected.
The Touch will have one of the following results (the mystic decides and announces which before he rolls to hit): charm, cureall, death, quest, or paralysis. These effects mimic the same effects of the following spells in all respects except duration: charm person, cureall, death spell, quest, and hold person. The effect lasts for 24 hours—except for death, which is a permanent effect.

Special Restrictions 
Mystics may not use protective magical devices (such as rings, cloaks, etc.). All the material goods (money, magical items, etc.) won, purchased, or acquired as treasure by the mystic are actually owned by his cloister, not by the mystic himself. Should the cloister have need of something “owned” by a mystic, the head of the cloister need only ask for it.

36th Level
AC = -6
MV = 320′
Hand to hand attacks = 4
Damage = 3D12
Find Traps = 110
Remove Traps = 130
Move Silently = 100
Climb Walls = 120
Hide in Shadows = 100

Possessions Magic Items
  • Spellbooks
  • Spell Components
  • Tinder box
  • 8 torches
  • rations
  • Alchemy field kit
  • Continual Light Pitons (20)
  • Emir Efreet Tongue(mitter storm)
  • 10 pouches,
  • 4 bags
  • Ghouls Spellbook (9 Kingdoms-9K)
  • Insectoid Pole arms, belts w/ bone fetishes(9K)
  • Hell Hound Skin and Teeth(9K)
  • Tima’s Holy Symbol (9K)
  • Burned Spell Book, Tree Movement(9K)
  • Snuff Box (9K)
  • Mandragor Roots x2 (9K)
  • Archon Feathers, pure white x3 (9K)
  • lead crystal case, Bulbous Knuckle(9K)
  • Susag Tooth
  • 2 Nithian Coin Stamps w/ Mallet (Old Nithia)
  • Nithian note from Monolith (Old Nithia)
  • Minithyne Crystal
  • Map of Mastaba ofVizier Sarum Hotep
  • Map of Tower of Sighs, passwords
  • Map to X4
  • Map of Old Nithia City
  • Poison Dust (Secret Mastaba)
  • Minotaur Bones from Gravelands
  • Maps of Local regions, Planar maps, cities (to help us and help out Yoichig) Homeplane of the Colossi, 700gp – SWSS
  • Three speculative books about Living Colossi (248 gp), one speculative book about dragon magic (20 gp), one seemingly rigorous book about Living Colossi (220gp). – SWSS
  • Anklet of Asterius (artifact)
  • Ring of Regeneration* (wearing)
  • Ring of Protection +3* (Ghenelon)
  • Ring of Prot +4 (Ex-Braid Wielder, Yellow Tooth)
  • Scroll of Portals, Passwall 2/day
  • Rod of Communication 13 Chrg
  • Mask of Aleoids, +1 Chr* (Ghenelon)
  • Gauntlets of Ogre Strength* (Ghenelon)
  • Leaf of Sanctuary, Yamara, Shining Isle
  • Ring of Spell Storing
  • Ring of Spell Turning
  • Wings o’ Carrock, Song of Wake, Striking 3/day
  • Bracers AC 2
  • Sandals of Levitation Given to Ferris!!!
  • Wand of Fireballs
  • Brazier of Commanding Fire Elementals
  • Talisman of Elemental Fire Travel
  • Eyes of Fenaere Friends, Truesight 3/day
  • Radiance Sphere (hidden)
  • Cauldron of Oozes and Slimes (SOLD!)
  • Staff of Wizardry (charges?)
  • Scroll of Questioning
  • Scroll of Shelter
  • Ring of Spell Turning* (wearing)
  • Displacer Cloak(+2 vs Spells, R/S/W, and turn to stone attack. +2 AC bonus vs melee attacks, most missile fire automatically misses.)
  • Avatar
  • Monkey Belt
  • Staff of Mouths and Tongues
  • Helm of Reading
  • Scrolls
    – 
    Charm Person
    – Sleep
    – Knock
    – Water Breathing
    – Wall of Fire
    – Fluency
    – Wall of Stone
    – Lower Water
    – Wall of Iron
    – Delayed Blast Fireball
    – Iron Form
    – Travel
    – Gate
    – Meteor Swarm
    – Survival
    – Stone to Flesh x3
  • Girdle of Giant Strength: Loan from Menkie’s Boyfriend. For a year.
  • Ockonomam Bladed Sword: Talna Holy Symbol, bought from charmed Red-Vests brigands on Luta-homeplane
  • Horn of Auburn Sisters: (1 of 4)
  • Flying Carpet – SWSS
  • Greater Talisman of Elemental Travel –SWSS
  • Ring of X-Ray Vision – SWSS
  • two-handed sword +3 with slowing effect (44,000gp); normal sword +2 with slowing effect (31,000gp) – SWSS (Al and Kreffa using
  • Helm of Fluency 24000gp 1/day 2d6 turns – SWSS
  • Bronze Guardian Necklace (1 stud) – SWSS
  • Cureall Potion – SWSS
  • BOOK FROM WEYLAND (worship manual???)
GOLD Weapons
1,138,750 gp (as of Jan22, 2011)
——————————–
– items
1. Staff of wizardry (75,000gp)
2. Scroll of Questioning (6000gp)
3. Scroll of Shelter (4500gp)
4. Ring of Spell Turning (30,000gp)
5. Displacer Cloak (43,750gp)
– 1 million for Bacca Plate (1/3 by Al Bino)
———————————-
+500K in Paladin of Petra Duel
-100K to the Lanthorn
-100k Bag of Holding
———————————-
Stake in Dual Planar Silver Mine: Living Colossi Homeland Plane. $$$$!!!!
273 Dual Planar Silver Ingots ($41.7 million GP value)
+40 or so more Ingots
+2,416,880 gp pay out from Mine.———————————–
Special Materials
Ockonomam Crystal
Dual Planar Silver
Other Dual Planar Materials
Exalted Materials
Vssgon Worker Thread
Sky Green Emerald
Venom Light Crystals
Chustra
Toenail of a living colossus called Eeraim Black Diamond (845gp)
traded to Weyland along with some of the above materials
  • Blitz Blade, +5 Dagger, +18dam 2/day TRADED!!!
  • Efritz Blitz, +5/+8 vs Weapon Wielders, +20 2/day
  • +3 Staff
  • +3 Net
  • Talking Medusa Dagger, +5/+8 vs Humans/Demi humans
    -Detect Metal 60 ft.
    -Detect Gems 60 ft.
    – Opalescence Petrify: On a roll of 20 save or be turned to stone! on a roll of a 1 on the save, target turns to Gemstone. Type dependent on level.
  • Staff of Mouths and Tongues
    – +3 Staff
    – Confusion
    – Disarm Maneuver: drops item at feet
  • Tua Sky-Diamond
    (upgraded Voulge of the Colossi)
    Intelligence 12
    Detect Magic
    See Invisible
    Extra Damage, 3 charges, each adds 1XDamage
    +5/+10 vs Spell Immune Creatures & Undead
    *Upgraded by Immortal Weyland
    +2 damage for Ockonomam Crystal Blade
  • Bandolier of Returning
    holds 5 daggers, returns to thrower.
    – holds five +5 daggers
Skill Acquisition

Artifacts

 40  4.950  +1 NWP Skill
 +1 Weapon
 41  5.100    +1 Weapon
 42  5.250    +1 Weapon
 43  5.400    
 44  5.550  +1 NWP Skill
 +1 Weapon
 45  5.700  +1 Weapon
 46  5.850  +1 Weapon
 47  6.000
 48  6.150  +1 NWP Skill  +1 Weapon
 49  6.300  +1 Weapon
 50  6.450  +1 Weapon
 51  6.600
 52  6.750  +1 NWP Skill  +1 Weapon
 53  6.900  +1 Weapon
 54  7.050  +1 Weapon
 55  7.200    
 56  7.350  +1 NWP Skill  +1 Weapon
 57  7.500  +1 Weapon
 58  7.650  +1 Weapon
 59  7.800
 60  7.950  +1 NWP Skill  +1 Weapon
Anklet of Asterius

History/Mythology:
According to legend, this anklet was originally created by Asterius, the patron god of thieves, for the master of a guild that had a monopoly on all fenced goods in the Empire of Celemnum.

Current Owner:
Al Bino gave the Anklet to Efrim MacGregor on the Plane of the Azure Sky.

Powers:
Elasticity, dodge any missile (including magic missiles, meteors, etc. — save vs. wands, no more than 6 missiles per round)
Hide in Shadows 50%
Mindmask

Handicaps:
Rot: User’s foot becomes diseased and eventually falls off, unless the appropriate immortal-level healing is applied.
Creates distrust: produces a sense in others that they cannot trust you, effectively reducing your charisma by 2.

Penalties:
-6 on all saves vs. poison/deathray for the next week
Assume gaseous form for one day
-3 to constitution for the next week

Quarterstaff of Alyosha
Lesser Artifact: 
History/Mythology:
The Quarterstaff was originally granted to Alyosha to help him battle against the servants of the gods, and was kept in his family for a few generations before it disappeared.

Current Owner:
Efrim MacGregor
Powers:
+5
Anti-magic 50%
Dispel magic

Spell damage bonus (+2 per die)

Handicaps:
1 foot shorter
-1 strength

Penalties:
Electric Shock
Temporary loss of constitution
Vulnerability to normal missiles (+4 to hit)

Braid of Thorn
Lesser Artifact
History/Mythology:
A braid of the Nameless Goddess from when she was known as Thorn.

Current Owner:
Efrim MacGregor

Powers:
Massmorph (30pp)
Transport via Plants
(45pp)

Remove Curse (70pp)

Handicaps:
1 foot taller
+1 strength
-2 Dexterity

Penalties:
Wounded 1D20 Hit Points
(We all use it and gain 145000(+10%)

Tome of Elish
??? Artifact
History/Mythology:
The scholar-immortal Elish is said to be the father of written knowledge. His Tome was bestowed as a gift to humankind, in the hope that by gathering knowledge from the very air itself it would help to bring humanity from barbarism to civilization.

Current Owner:
Al Bino

Powers:
Massmorph (30pp)
Transport via Plants
(45pp)

Remove Curse (70pp)

Handicaps:
1 foot taller
+1 strength
-2 Dexterity

Penalties:
Wounded 1D20 Hit Points
(We all use it and gain 145000(+10%)

Skills = 40 total
Weapon = 9 used 

NWP = 28 used
Total Used = 37
Open = 3
 Weapon Stats
  Acting CHR
  Agility Training DEX
  Alchemy forgotten INT
  Bargaining CHR
  Cartography INT
  Engineering INT
  Honor Palentarken    WIS    
  Honor Pflar    WIS    
  Immortal Tongue x3 INT
  Legend Lore INT
  Mental Deception CHR
  Negotiating CHR
  Non-Human Culture: Elven INT
  Persuasion CHR
  Read/Write Elven INT
  Sculpture WIS
  Seneschal forgotten INT
  Wish Wording WIS
  Undead Control WIS?
  Planar Lore INT
  Exalted Creature Lore (training) INT
  Mental Impenetrability X2 WIS
  Alertness DEX
  Singing  CHR
  Honor Nameless Goddess  WIS
  Honor Serram WIS
  Concentration ???
  Blacksmithing
  Honor Halik
  Honor Yoichig
 Dagger (3 slots): Expert +4 to hit
  throw 20 / 30 / 43
 P=  2d4, DD= 19 – 20
 H=  -2ac/2
 
 Blitz Blade, +5 Dagger
 2D4+5magic, +5 str = 2d4+10 Damage
 Adj Thac0= +5 magic, +5 str, 5base = -5 THAC0
 Efritz Blitz: 2D4+13, -8 THAC0 vs
Weapon Wielders
 Talking Medusa Dagger: 2D4+13, -8 THAC0 vs
Humans & Demi Humans
 Staff (1 slots): Basic +0 to hit (2 slots forgotten to get GM Voulge)
 +3 Staff= 1D8+10 Dam, +8 Hit
 Net (0 slot): Unskilled +0 to hit
Voulge of the Ages: (Grand Master – 5 slots)
P= +8 to hit, S= +6 to hit.
P= 1D8+18 +5str +5/10Magic X2 (girdle)
H: -3AC/2
Deflect(1)
S= 1D8+14 +5str +5/10Magic X2 (girdle)
Double Damage (17-20) 20%
P=29/34 – 36/41  X2  58/68 – 72/82
DONT FORGET TO SMASH (-5 to hit,+Str to Damage)
THAC-5= 2, -5 Str, -5/-10 Magic, -8Prof = -23/28
 Skills  Non-Weapon  Weapon
 4,350,000 – 36th = 15 (12+3)  4,350,000 – 36th = 10 (7 used)
 +600,000 thereafter    +200,000 thereafter
 4,950,000 – 16  4,550,000 – 11
 5,550,000 – 17  4,750,000 – 12
 6,150,000 – 18  4,950,000 -13
 6,750,000  5,150,000 -14
 7,350,000  5,350,000 – 15
 7,950,000  5,550,000 – 16
 5,750,000 – 17
 5,950,000 – 18
 6,150,000 – 19
 6,350,000 – 20
 6,750,000
 6,950,000
 7,150,000
 7,350,000
 7,550,000
 7,750,000
 7,950,000