Campaign Journals

Hall of Heroes


Nithanul


Personal Information
Name: Nithanul Player: David Dufour
Race: Half-elf (now immortal) Gender: Male Height: 6'2"
Class: Mage \ Cleric (now immortal) Level: 30 Weight: 123 lbs
XP: 7,609,750 Next Level:
Kit: None Alignment: Chaotic Evil
Eyes: Black Hair: None Deity: Har'Akir
Age: 670
Ability Scores
Str: 21 Weight Allowance: 635 lbs Bend Bars/Lift Gates: 70%
Attack Adj.: +4 Damage Adj.: +9 Max. Press: 810 lbs Open Doors: 17(12)
Dex: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20%
Reaction Adjustment: +3 Armor Class: -4 Move Silently: +0% Climb Walls: +15%
Con: 19 System Shock: 99% Poison Save: +1
Hit Point Adjustment: +2(+5) Resurrection Chance: 100%
Int: 20 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 2nd Level
Bonus Proficiencies: 9 Chance to Learn New Spell: 96%
Wis: 23 Bonus Clerical Spells: 4, 3, 3, 3, 2, 1, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: Class 5
Cha: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 10 Polymorph: 10
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 12 Spell: 11
Combat
Hit Points: 146
Base THAC0: 8
Melee THAC0: 4
Missile THAC0: 5
Armor
Natural armor class 10
Plate Mail armor. -9
Magical armor adj. -5
Large shield +5 -1
Magical shield adj. -5
DEX Defensive adj. -7
FINAL: -18
Weapon Proficiencies

Long Sword (Grand Master)
Any! (see description below)

Non-Weapon Proficiencies

Has special powers instead, See description below.

Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Long sword of Life Stealing 1 1 0 1d8+15 1d12+15
Long sword of Sharpness 1 1 0 1d8+15 1d12+15 S M
Inventory
  • Items Readied
    • Sword of Life Stealing +6 (given to Nithanul by his deity)
    • Sword of Sharpness +6 (given to Nithanul by his deity)
  • Items Worn
    • Plate Mail armor +5
    • Large Shield +5 (made from Tarrasque's Shell!)
    • (Un)holy symbol of Har'Akir: restores 1d6 points of damage per round of contact with Nithanul, (counts as regeneration and is cumulative with his natural regeneration) even if he is reduced to fewer than zero HP.
  • Items Carried
    • Spell Book (worth more than a dragon's horde because it contains TRUE DWEOMERS).
Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: D* Mummy or 7 HD: T Ghost or 10 HD: 7
Zombie: D* Ghast: D Spectre or 8 HD: T Lich or 11+ HD: 10
Ghoul or 2 HD: D* Wraith or 6 HD: D Vampire or 9 HD: 4 Special: 13
Shadow or 3-4 HD: D* # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 6 6 4 3 1
Character Description and History

Special Powers:
Nithanul is ummune to normal weapons and requires a +1 or better weapon to hit, by him touching or being touched causes 1d10 damage to whatever is touching him (aura of cold) and a save vs paralyse or be immobile until dispelled. Immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, fear, command, friends, hypontism, forget, hold person, ray of enfeeblement, scare, cause fear, charm monster, confusion, emotion, fumble, suggestion, chaos, feeblemind, hold monster, magic jar, quest, and death spells. Regeneration of 4HP per round.

He gains a +4 to hit aside from strength, weapon, and proficency bonuses. AC = -3 Magic Resistance of 25% any successful unarmed attack made by him causes a deadly mummy rot disease to take affect and the victim will die in 1d3 days if not cured (see mummy rot).  He can also cause fear with in any creature within 10' of him who he directly looks into his eyes (save vs fear with a -4 penalty or run away in terror).

He can also specialize in any weapon of his choosing and he can wear any armor and cast wizard spells (spells and magic supplement) but cannot cast wizard spells with a sword. He also takes 1/2 damage from any weapon that could hurt him (this applies to weapons only).

After killing millions in his conquest to take over Faerun, Nithanul was forced to fight several avatars, demi-gods, lesser gods, greater gods, and powerful heroes of the Realms in order to complete his goal of ruling all of the Forgotten Realms. After Destroying all of his enemies (as listed above) the powerful god known as Ao sent Nithanul to the Domains of Dread (better known as the Ravenloft campaign setting). It was in Ravenloft where Nithanul gained far more power than he ever could in Faerun. It was here, where he made a special elixir that would turn him into a very powerful being known as a lich.  But this elixir he made was not the normal potion or formula used to turn one into a lich (see Monstrous Manual I, II, or Monstuous Compendium for more info) he tweeked it. He added some rather unique components and spells in order to not just turn him into a lich but a combination Lich \ Death Knight \ Vampire \ Mummy \ Abashi. With some divine help (the DM and his deity) he was turned into a unique form of lich (combination lich \ greater mummy) with only powers and limitations of both however. He became a unique form of undead. With his new found abilities it did not take him long to attract the attention of the dark powers (see Domains of Dread source book for more info). The dark powers granted him even more abilities but twisted his mind into turning against all of creation. After escaping Ravenloft (by means of a wierd machine created by some hag) he returned to Faerun this time not in hopes of conquering it but this time bent on its total destruction. Nithanul created a very powerful form of Tarrasque using remains of one he had slain. This new Tarrasque he called the Paragon Tarrasque which was more powerful than he was!

The Paragon Tarrasque ended up Destroying Faerun (for it was near impossible for any mortal to kill and impossible to be killed by any god). Because of Nithanul's evil ways, he was transported back to Ravenloft and was given his own little pocket domain that resembled Faerun in every aspect but the irony the dark powers bestowed upon him (or curse as other player's and DM's call it) was that no matter how powerful he was he could never quite rule or destroy Faerun thus putting him in his own private Hell.... For Now!

 

Supporting Spells and Magic Rules

Wizard
Armor:
With this ability, a wizard may ignore the normal restriction against using armor, in this case he can wear any armor but not use a shield.
Bonus Spells: A wizard with this ability increases the number of spells of each level that he can memorize by one. The bonus spell can be any spell the wizard can cast.
Casting time reduction: Spells cast by the wizard are unusually swift and have a casting time of 1 less than normal. The wizard may accelerate all spells faster.
Enhanced spell duration: Non-instantaneous spells cast by the wizard last an additional time unit (round, hour, day,etc.) per two levels. The exact time unit depends on the normal duration of the spell. This applies to all of the wizards spells.
Improved Hit Die: The wizard uses a D8 instead of a D4 for a Hit Die.
No Components: With this talent, a wizard may designate one spell of each level as a spell that requires no mmaterial components. The wizard may select spells from any school but no spells from the schools of alchemy or arrtifice for this advantage.
Range Increase: All ranged spells from all schools known to the wizard have their range increased by 50%.
Thief Ability: A wizard with this talent possesses one thief ability of his choice. (note: Backstab is counted as a thief ability). For addition point spendage he may shoose another thief ability. Modifiers for race, armor worn, and exceptional Dexteriry score all apply.
Weapon Selection: The wizard is completely unrestricted in his choice of weapons and may gain proficiency in any weapon she spends a slot to learn.
Weapon Specialization: With this power, the wizard gains the ability to specialize in a weapon.

Priest
Lay on the Hands:
Cures 2HP per level of the caster.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


Return to the Hall of Heroes

Return to Campaign Journals

Return to the Home Page