Risdac Egargi    (Fomorian Giant Male Magic-User)
Character Information   
Name: Risdac Egargi XP/Next lvl: 2750002 / 3000001
Class: Magic-User HP:curr/max 58 / 58
Alignment: Neutral Good AC:reg/rear/no shield -6 / -2 / -6
Race: Fomorian Giant Level: 17
Age: 45 Height: 14'
Weight: 1100 Gender: Male
Encumbrance: Movement: 9'
Languages: Common, Neutral Good, Dwarven, Gnome, Nixie, Lizard Man, Cloud Giant, Bronze Dragon, Salamander
Ability Scores   
STR: 20 (+3 to hit/ +8/ +5000 Weight/ 7 in 8(3) Open Doors/ 60 BB-LG)
INT: 18 (+7 Languages/ 85 to know spells/ 9-18 spells per level)
WIS: 12 (-)
DEX: 18 (+3 React or Attack/ -4 Defense)
CON: 16 (+2 hp/ 95 System Shock/ 96 Resurrection)
CHR: 3 (1 Henchmen/ -30 Loyalty/ -25 Reaction)

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

Notes: +5 to all saves from Cloak of Protection. +2 to saves vs. Magic from Staff of the Magi. +1 on saves vs. Magic from Scarab of Protection. +4 to saves that can be dodged. Save at 13 vs. magic where no save would normally be allowed.

Description and Background   
Description:
 photo Risdac Egargi Giant_zpsksshurv8.png Original appearance: Risdac Egargi photo Dr. Strange_zpsmyri3fih.jpg

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger +2, +3 vs. creatures larger than man-sized 1 1/2/3 1-4+10/1-3+11 n n 8/7
Silver Dagger 2 if thrown 1/2/3 1-4+8/1-3+8 n n 10 1 Behind back, hidden under backpack
Staff of the Magi 1 1-6+8/1-6+8 n n 10 Not magical for purposes of beings only hit by magic.
Dart 3 1.5/3/4.5 1-3+8/1-2+8 n n 10 6 Worn on bandolier across chest
Bare Hand 1 2-8+8/ n n 10
Equipment
Qty Item Location
1 Backpack Worn
1 Bedroll BP, External
1 Spellbook BP
1 Waterskin Worn
1 Rations, Iron BP
2 Pouch Belt
1 Spell Components Pouch
1 Scroll Case, Bone BP
1 Tinder Box BP
2 Ink, Vial BP
10 Parchment Sheet BP
10 Vellum Sheet BP
2 Quill BP
1 Chalk (White, Red, Blue) BP


Wealth   Enter negative number to subtract
PP GP EP SP CP
21 17 6 35 47
Magic Items
Qty Item Location
1 Cloak of Protection +5 Worn
1 Scarab of Protection Worn
1 Bracers of Defense AC 6
1 Potion of Levitation Vest Pocket
20 Staff of the Magi Left Hand
1 The Ethereal Moebius: Ring of Elemental Control: Air Right ring finger


Gems and Jewelry
Qty Item Location
10 Diamonds (1000 gp value each) Hidden Pocket Inside Vest
100 Assorted gems (Emeralds, Rubies, Sapphires, Amethyst, Pearls, Jade, Topaz, Garnet, etc.) (50-500 gp value each) Pouch
1 Platinum Ring with Black Sapphire, inlayed with violet garnets (12,000 gp value) Right Hand
1 Crushed Black Pearl (1000 gp value) Twist of paper, vest pocket
Memorized Spells

Spells per Level: 5/5/5/5/5/3/3/2

Level 1
Burning Hands
Feather Fall
Magic Missile
Magic Missile
Shocking Grasp

Level 2
Invisibility
Knock
Knock
Levitate
Locate Object
Mirror Image

Level 3
Dispel Magic
Fireball
Fireball
Fly
Slow

Level 4
Charm Monster
Dimension Door
Fire Shield
Polymorph Self
Wall of Ice

Level 5
Cloudkill
Cone of Cold
Passwall
Teleport
Wall of Stone

Level 6
Flesh to Stone
Stone to Flesh

Level 7
Delayed Blast Fireball
Monster Summoning V
Statue

Level 8
Monster Summoning VI
Polymorph any Object


Spell Book


Level 1
Burning Hands
Charm Person
Enlarge
Feather Fall
Jump
Magic Missile
Protection from Evil
Read Magic
Reduce
Shield
Shocking Grasp
Tenser's Floating Disc
Unreadable Magic
Ventriloquism

Level 2
Detect Evil
Detect Good
Invisibility
Knock
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Mirror Image
Obscure Object
Shatter
Web

Level 3
Clairvoyance
Confuse Speech
Dispel Magic
Feign Death
Fireball
Fly
Infravision
Leomund's Tiny Hut
Slow
Suggestion
Tongues

Level 4
Charm Monster
Dig
Dimension Door
Fire Shield
Fumble
Polymorph Other
Polymorph Self
Wall of Ice

Level 5
Cloudkill
Cone of Cold
Passwall
Stone Shape
Teleport
Wall of Iron
Wall of Stone

Level 6
Anti-Magic Shell
Bigby's Forceful Hand
Death Spell
Enchant an Item
Flesh to Stone
Monster Summoning IV
Stone to Flesh

Level 7
Charm Plants
Delayed Blast Fireball
Duo-Dimension (No Components)
Monster Summoning V
Statue

Level 8
Antipathy/Sympathy
Monster Summoning VI
Polymorph any Object
Symbol (No Components)


Notes
Staff of the Magi
Unless inapplicable or otherwise specified, functions at 8th level of magic-use with respect to range, duration, area of effect. Damage is 8d6 with respect to fireballs, lightning bolts, etc.

The following powers do not drain charges:

Detect Magic
Enlarge
Hold Portal
Light
Protection from Evil/ Good

The following powers drain 1 charge per usage:

Invisibility
Knock
Pyrotechnics
Web
Dispel Magic
Fireball
Lightning Bolt
Ice Storm
Wall of Fire
Passwall

These powers drain 2 charges per usage:

Whirlwind
Plane Travel
Conjure Elemental
Telekinesis

The Whirlwind is identical to that caused by a djinn. Plane Travel is similar to the psionic ability of probability travel, but travel is possible only to the various planes. The staff can be used to conjure 1 elemental of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds maximum weight.

The staff adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a 'retibutive strike' had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possibleby the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge. Therefore, absorbing spells can be risky. Absorbtion is the only way this staff can be recharged.

Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done all levels of spell energy are released in a globe of 3' radius. All creatures within 1' of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1'-2' take 6x levels, and those 2'-3' distant take 4x levels. Successful saving throws versus magic indicate only half damage is sustained. The magic-user breaking the staff has a 50 chance of Plane Travelling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him. This, and the staff of power, are the only magic items capable of a retributive strike.
Weapon Proficiency
New proficiency gained every 6 levels.

Penalty for non-proficiency: -5

Dagger, Staff, Dart
Unlearnable Spells
1) Friends, Nystul's Magic Aura, Write,
3) Clairaudience,
4) Wall of Fire
7) Bigby's Grasping Hand, Mass Invisibility
8) Power Word: Blind, Bigby's Clenched Fist
Scarab of Protection
Scarab can absorb up to 12 energy level drains or death touches/ death rays/ fingers of death.
Natural Form
Risdac was originally human with a STR of 7 and CHR of 11.
Non-somatic Spells
Will not incur +2 penalty on DEX check when cast.

Feather Fall
Ventriloquism
Knock
Confuse Speech
Suggestion
Tongues
Dimension Door
Polymorph Self
Teleport
Giant Size
Now requires triple rations of food.
Surprise Immunity
Can never be surprised under normal circumstances. Oddly placed eyes, huge ears and a large nose enables him to detect any normal approach.
Spell Misfire Effects
Roll 1d100:
100: Spell succeeds. Major beneficial effect (permanent duration, max damage, etc.)
96-99: Spell succeeds. Minor beneficial effect (increased duration, bonus to damage, etc.)
56-95: Spell fizzles and is lost. No other effects.
36-55: Random release of magical energy (roll for Wand of Wonder effect)
21-35: Minor harmful effect (damage or duration halved; spell reversed if reversible; etc.)
11-20: Major harmful effect (minimum damage, instantaneous duration, spell reversed with increased effect; etc.)
4-10: Moderate backfire: 1d6 damage per spell level to all in 20' radius; 2d6/spell level to caster
2-3: OOPS. Spell goes off but not as planned, in a pretty big way (detonates at point-blank range, affects random target, etc.)
1: KABOOM. Spell energy releases explosive damage of 1d6 per caster level to all in 50' radius.