The story of Etaon at level 20 (twenty).
The materials quoted on this web page are only the minimums necesssary to define this particular character. These materials do not include enough information to recreate the original rules. See quoted rule books for complete game information.
Level 20 (twenty).
Level 20: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33
Level 20: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Players Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45
Level 20: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Players Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60
Level 10: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard Players Handbook (Arcane, Divine, and Martial Heroes) Dungeons & Dragons Roleplaying Game Core Rules v.4; pp 50-175
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 | 25 | 25 | 23 | 23 | 23 |
| hit points |
base attack bonus |
fort save |
ref save |
will save |
skill points |
|---|---|---|---|---|---|
| asdf | asdf | asdf | asdf | asdf | asdf |
| spells | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
| Cleric spells: | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | - | - | - |
| Druid spells: | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | - | - | - |
| Sorcerer spells: | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | - | - | - |
| Wizard spells: | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | - | - |
| Illusionist spells: | - | - | - | - | - | - | - | - | - | - | - | - | - |
| Sorcerer Spells Known | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level: | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10 | 11 | 12 |
| 20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | - | - | - |
| Players Handbook v.3.5; pg 54 | |||||||||||||
Level 20: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33
Level 20: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Players Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45
Level 20: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Players Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60
Ability Scores: +1 [all] Players Handbook v.3.5; pp 10
Hit Dice: d12 [Barbarian] class Players Handbook v.3.5; pp 24-26
Constitution Bonus: Constitution +2 [Dwarf, Gnome] Players Handbook v.3.5; pp 14-15; Players Handbook v.3.5; pp 16-17
Dexterity Bonus: Dexterity +2 [Elf, Halfling] Players Handbook v.3.5; pp 15-16; Players Handbook v.3.5; pp 19-20
Base Attack Bonus: +20/+15/+10/+5 [Fighter, Paladin, Ranger] Players Handbook v.3.5; pp 37-39, 42-49
Flurry of Blows Attack Bonus: +20/+20/+20/+15/+10/+5 [Monk] Players Handbook v.3.5; pp 39-42
Unarmed Damage: 2d10 [Monk] Players Handbook v.3.5; pp 39-42
Fortitude Save: +12 [Monk] Players Handbook v.3.5; pp 39-42
Reflex Save: +12 [Monk] Players Handbook v.3.5; pp 39-42
Will Save: +12 [Monk] Players Handbook v.3.5; pp 39-42
AC: Wisdom Bonus+4 [Monk] Players Handbook v.3.5; pp 39-42
Class Features (Monk):
AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom Bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). [Monk] Players Handbook v.3.5; pp 39-42
Class Features (Wizard):
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportuinty she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. [Wizard] Players Handbook v.3.5; pp 55-58
Feats: Bonus combat-oriented feat [Fighter] Players Handbook v.3.5; pp 37-39
Skills: 1 extra skill point [Human] Players Handbook v.3.5; pp 12-14
Class Support Skills: The following skills are added for the character to provide the basic essential range of skills commonly used by the several diverse classes combined in this character. The character has these skills at the maximum level possible.
Balance 23 Players Handbook v.3.5; pp 67
Bluff 23 Players Handbook v.3.5; pp 67-69
Climb 23 Players Handbook v.3.5; pp 69
Concentration 23 Players Handbook v.3.5; pp 69-70
Diplomacy 23 Players Handbook v.3.5; pp 71-72
Disable Device 23 Players Handbook v.3.5; pp 72
Hide 23 Players Handbook v.3.5; pp 76
Jump 23 Players Handbook v.3.5; pp 77
Knowledge (arcana) 23 Players Handbook v.3.5; pp 78
Knowledge (religion) 23 Players Handbook v.3.5; pp 78
Listen 23 Players Handbook v.3.5; pp 78-79
Move Silently 23 Players Handbook v.3.5; pp 79
Open Lock 23 Players Handbook v.3.5; pp 79
Perform 23 Players Handbook v.3.5; pp 79
Ride 23 Players Handbook v.3.5; pp 80
Search 23 Players Handbook v.3.5; pp 81
Spellcraft 23 Players Handbook v.3.5; pp 82-83
Spot 23 Players Handbook v.3.5; pp 83
Survival 23 Players Handbook v.3.5; pp 83-84
Tumble 23 Players Handbook v.3.5; pp 84-85
Class Support Skills: The following skills are added for the character to provide a basic range of skills commonly used by the several diverse classes combined in this character. The character has these skills at a level equal the characters level.
Decipher Script 20 Players Handbook v.3.5; pp 71
Escape Artist 20 Players Handbook v.3.5; pp 73
Gather Information 20 Players Handbook v.3.5; pp 74
Heal 20 Players Handbook v.3.5; pp 75-76
Intimidate 20 Players Handbook v.3.5; pp 76-77
Sense Motive 20 Players Handbook v.3.5; pp 81
Swim 20 Players Handbook v.3.5; pp 84
Use Magic Device 20 Players Handbook v.3.5; pp 85-86
Fourth Edition:Because the Fourth Edition of Dungeons & Dragons is ridiculously more powerful than previous editions, it is more like a card game than a fantasy adventure campaign. The levels from the fourth edition are delayed for balance and are to be considered completely optional.
Powers and Features: Level 10: gain 1 utility power; gain 1 feat. [Character Advancement] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 29
Level 10 Utility Exploits: Into the Fray (Fighter Encounter Utility 10), Stalwart Guard (Fighter Daily Utility 10) [Character Classes] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 81
Level 10 Utility Prayers: Mass Cure Light Wounds (Cleric Daily Utility 10) [Character Classes] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 67
Level 10 Utility Spells: Arcane Gate (Wizard Daily Utility 10), Blur (Wizard Daily Utility 10), Mirror Image (Wizard Daily Utility 10), Resistance (Wizard Daily Utility 10) [Character Classes] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 163-164
Ritual Spellbook: Rituals (10th level): Consult Mystic Sages (Religion), Detect Object (Arcana). [Character Classes] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 301
Opinion: The Fourth Edition of Dungeons and Dragons is a travesty. I was hoodwinked into buying it, mistakeningly thinking it was an improvement. It is instead a bastardization of the game. The designers admitted that their goal was to make it easier to quickly create new supplements. They completely ignored the needs of real players and view as solely as a cash source to be exploited. Dont make the mistake I made. Boycott the fourth edition of Dungeons and Dragons. Force them to return to version 3.5 or some logical improvement of 3.5.
what is wrong with fourth edition
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