Odilo the Reborn    (Half-Elf Male Magic User)
Character Information   
Name: Odilo the Reborn XP/Next lvl: 2750000 / 3000000
Class: Magic User HP:curr/max 22 / 54
Alignment: NG AC:reg/rear/no shield 2 / 4 / 2
Race: Half-Elf Level: 17
Age: 28 Height: 5' 10
Weight: 135lbs Gender: Male
Encumbrance: Movement:
Languages: Common, Dwarvish, Elvish, Halfling, Lizardman, Kobold, Orcish
Ability Scores   
STR: 14 (Wt Adj. +200 |Open Doors 1-2 |Bend Bars 7)
INT: 17 (Chance to Learn Spell 75|No. Spells/Lvl 8-14|Additional Lang. 6)
WIS: 14 (Chance Spell Failure 0)
DEX: 16 (Reaction/Atk Adj. +1 |AC Adj. -2)
CON: 16 (H.P. Adj. +2 |System Shock 95 |Ressurect Survival 96)
CHR: 11 (Max Hench 4 |Loyalty Base Nrm |Reaction Adj. Nrm)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 7 5 9 6

Notes: 30 resistance to sleep and charm spells, +2 Save from Ring of Protection

Description and Background   
Description:


Background:
Formerly Odilo the Strange until trapped in a gem in the Tomb of Acerack. Until...Months after escaping the Tomb, Urdak alone managed to stagger back to civilization alive. The royal family was long dead, but enough time had passed that the new royal family wasn't too upset about that fact. With Urdak's knowledge of the tomb, a new expedition a few years later was able to defeat Acererak at great cost. The survivors of that battle brought Odilo's life force out of the gem into the body of someone whose life force had been sucked into a distant plane. Odilo lives, but in a different body. Still the memories of Odilo remain, though he's changed a bit no longer so strange, in a half-elven body entirely new experience to the once middle aged mad man of a mage. No longer feeding a pet pigeon from his mouth. Now young and virile full of energy and less body aches than before.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff of Power 1 4 1d6+2/1d6+2 n n 13 +2 Weapon
Dagger 1 1|2|3 2 1d4/1d4-1 n n 13
Equipment
Qty Item Location
1 Robe Backpack
1 Belt Equipped
1 Boots, Low, Hard Equipped
1 waterskin Belt
2 Belt pouch, Small Belt
1 Dagger Sheath/Belt
1 Weeks, Rations Standard Backpack
1 Backpack Carried
1 Weeks, Rations, Iron Backpack
2 Dagger Robe Patch
2 Lantern (Filled & Lit) Robe Patch
2 10' Pole Robe Patch
2 Mirror (Large) Robe Patch
2 Sack (Large) Robe Patch
2 50' Coil of Silk Rope backpack
3 Iron Door (up to 10' wide and 10' high and barred on 1 side-must be placed upright, will attach and hinge itself) Robe Patch
1 Ladder (24' Long Wooden) Robe Patch
1 Mule (with saddle bags) Robe Patch
1 Pit (10 Cubic Feet) Robe Patch
2 Rowboat (12' long) Robe Patch
2 Window (2' X 4'-- up to 2'deep) Robe Patch
1 Silver Coffer (6' X 6' X 1' ) (500 gp value) Robe Patch
1 Spell Book Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Ring of Protection +4 on AC, +2 on saving throws Worn
1 Rod of Absorption Pocket
1 Staff of Power Carried
1 Robe of Useful Items Worn
1 Ring of Fire Resitance In pocket
1 Potion of Extra-Healing Robe Patch
1 Risdac's Bracers of Defense AC 6 Worn
1 Ring of Regeneration (+1 HP/turn) Worn


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Comprehend Languages
Magic Missile
Protection from Evil
Read Magic
Shield

Level 2
Invisibility
Leomund's Trap
Stinking Cloud
Web
Web

Level 3
Blink
Fly
Invisibility 10' Radius
Leomund’s Tiny Hut
Lightning Bolt

Level 4
Confusion
Fire Shield
Massmorph
Monster Summoning II
Remove Curse

Level 5
Cone of Cold
Monster Summoning III
Mordenkainen’s Faithful Hound
Passwall
Wall of Force

Level 6
Disintegrate
Invisible Stalker
Otiluke's Freezing Sphere

Level 7
Bigby's Grasping Hand
Mordenkainen’s Sword
Mordenkainen’s Sword

Level 8
Bigby's Clenched Fist
Symbol


Spell Book


Level 1
Affect Normal Fires
Charm Person
Comprehend Languages
Hold Portal
Identify
Magic Missile
Protection from Evil
Read Magic
Shield
Unseen Servant
Ventriloquism
Write

Level 2
Detect Evil
Forget
Invisibility
Leomund's Trap
Locate Object
Scare
Shatter
Stinking Cloud
Web
Wizard Lock

Level 3
Blink
Explosive Runes
Fly
Hold Person
Invisibility 10' Radius
Leomund’s Tiny Hut
Lightning Bolt
Monster Summoning I
Slow
Tongues

Level 4
Confusion
Enchanted Weapon
Fire Shield
Massmorph
Monster Summoning II
Polymorph Self
Remove Curse
Wizard Eye

Level 5
Cone of Cold
Extension II
Feeble Mind
Monster Summoning III
Mordenkainen’s Faithful Hound
Passwall
Wall of Force

Level 6
Bigby's Forceful Hand
Death Spell
Disintegrate
Invisible Stalker
Otiluke's Freezing Sphere
Reincarnation

Level 7
Bigby's Grasping Hand
Cacodemon
Duo-Dimension
Mordenkainen’s Sword
Simulacrum

Level 8
Bigby's Clenched Fist
Clone
Otto's Irresistible Dance
Symbol


Notes
Half-Elf Traits/Abilities
Half-elven characters have a 30 resistance to sleep and charm spells (if
the spells are cast upon them, a percentile dice roll of 31 or better is
required to allow the magic any chance of having an effect, and even then
the saving throw against spells is allowed versus the charm spell).

All half-elven characters are able to speak the 'common tongue' of men,
their alignment language (q.v.), and the following: elvish, gnome,
halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters of
above 16 intelligence are able to learn one additional language for every
point of intelligence above 16, so that a 17 intelligence indicates the
character can learn one additional language, and an 18 intelligence
indicates two languages can be learned in addition to those listed above.

Half-elves have the ability to see into the infra-red spectrum, so they are
able to see up to 60' in darkness, noting varying degrees of heat radiation.

Secret or concealed doors are difficult to hide from half-elves, just as they
are noticeable by elves. Merely passing within 10' of a concealed door
gives the half-elven character a 1 in 6 chance (16 213) chance of spotting
it. If the character is actively seeking to discover such doors, he or she has
a 2 in 6 chance (33 1/3) of spotting a secret door and o 3 in 6 chance
(So) of locating a concealed door.
Staff of Power
Staff of Power: The staff of power is also a very potent magic item, with offensive
and defensive abilities. It has these powers:
These functions cost 1 charge each:
continual light
darkness, 5’radius
ray of enfeeblement
levitation
magic missile or lightning bolt
cone of cold or fireball

The following powers drain 2 charges each:
shield, 5‘radius
globe of invulnerability
paralyzation
Paralyzation is a ray from the end of the staff which extends in a cone 4' long and 2' wide at its base.

The wielder of this staff gains +2 on armor class and saving throws. He or
she may use the staff to smite opponents. It strikes as a +2 magic weapon
and does 3-8 hit points of damage; if 1 charge is expended, the staff does
double damage, but 2 charges do not triple damage.
A staff of power can be broken for a retributive strike (cf. staff of the
magi). The staff can be recharged.
You may determine alternate powers shown by random die roll.
Rod of Absorption
Rod of Absorption: This rod acts as a magnet and draws magic spells of
any nature (cleric, druid, magic-user, or illusionist) into itself, nullifying
their effects but storing their potential within until the wielder chooses to
release this energy in the form of spells of his or her own casting. The
magic absorbed must have been directed at the character possessing the
rod. (Cf. ring of spell turning). The wielder can instantly detect the spell
level and decide on whether to react or not when the rod absorbs it. The
wielder can use the energy to cast any spell he or she has memorized, in
but 1 segment, without loss of spell memory, as long as the spell so cast is
of equal or lesser level than the one absorbed. Excess levels are stored as
potential, and can be cast in like manner (in 1 segment with no spell
memory loss) as any level of spell so long as the wielder knows the spell
and has it memorized.
,
The rod of absorption can never be recharged. It absorbs 50 spell levels
and can thereafter only discharge any remaining potential it might have
within. The wielder will know this upon grasping the item. If it has charges
used, this indicates that it has already absorbed that many spell levels and
thev have been used.
Example: a cleric has a rod of absorption and uses it to nullify the effect of
a hold person spell cast at him by a magic-user. The rod now has absorbed
3 spell levels, can obsorb 47 more, and the cleric can, in 1 segment, cast
any first, second, or third level spell he or she has memorized, without
memory loss of that spell, by using the stored potential of the rod. Assume
the cleric casts a hold person back. This spell is only second level to him or
her, so the rod then holds 1 spell level of potential, and can absorb 47
more still, with 2 charges permanently disposed of.
Ring of Protection +4, +2
+4 on AC, +2 on saving throws
Robe of Useful Items
Robe of Useful Items: Although this appears to be an unremarkable item
of apparel, if the robe of useful items is worn, the magic-user will note that
it has small cloth patches in various shapes sewn onto it. The wearer, and
only the wearer of the robe, can see, recognize, and detach any 1 of these
patches in 1 round. Detaching a patch causes it to become an actual item
as indicated below. A robe will always have 2 each of the following
patches:
dagger, pole (10'), lantern (filled and lit), mirror (large), sack (large), rope (50'coil)

Additionally, the robe will have 4-16 of the following items which must be
diced for:

01-08:Bag of 100 gold pieces
09-15:Coffer (6' X 6' X 1' ) , silver (500 g.p. value)
16-22:Door, iron (up to 10' wide and 10' high and barred on 1 side-must be placed upright, will attach and hinge itself)
23-30:Gems, 10 of 100 gold piece value each
31-44:Ladder, wooden (24' long)
45-51:Mule (with saddle bags)
52-59:Pit (10 cubicfeet), open
60-68:Potion of extra healing
69-75:Rowboat (12' long)
76-83:Scroll of 1 spell
84-90:War dogs, pair
91-96:Window (2' X 4'-- up to 2'deep)
97-00:Roll twice more

Multiple items of the same kind are permissible. Once removed, any item
may never be replaced.

Silver coffer (500 gp value)
Iron door (3)
Ladder
Mule
Pit
Potion of Extra Healing (3)
Rowboat (2)
Window (2)
Ring of Fire Resistance
Ring of Fire Resistance: The wearer of this ring is totally immune to the
effects of normal fires- torches, flaming oil, bonfires, etc. Very large and
hot fires, molten lava, demon immolation, hell hound breath, or a wall of
fire spell will cause 10 hit points of damage per round ( 1 per segment) if
the wearer is directly within such conflagration. Exceptionally hot fires
such as red dragon breath, pyrohydra breath, fireballs, flame strike, fire
storm, etc. are saved against at +4 on the die roll, and all damage dice
are calculated at -2 per die, but each die is never less than 1 in any event.
(As a rule of thumb, consider very hot fires as those which have a maximum
initial exposure of up to 24 hit points, those of exceptional heat 25 or
mare hit points.)
Weapon Prof.
Dagger
Quarterstaff
Dart