Personal Information
Name: Fyyar Player: Tony
Race: Human (Kiresh) Gender: Male Height: 5'10" Age: 29
Class: AL-TENEBROS RASHID
(Dark Cavalier/Mage)
Level: 7/9 Weight: 182 lbs
XP: 64,000/147,874 Alignment: Lawful Evil
Next Level: 250,000 Kit: Cavalier

Ability Scores
Str: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 17 Missile Adjustment: +2 Reaction Adjustment: +2 Armor Class: -3
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 16 Bonus Clerical Spells: N/A Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 11 Polymorph: 11
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 12 Spell: 10 (4 vs. Naalite)

Combat
Hit Points: 63
Base THAC0: 14
Melee THAC0: 14
Missile THAC0: 12
Armor
Natural armor class 10
Scail Mail -4
Shield, small -1
Single weapon style adj. -1
DEX Defensive adj. -3
FINAL: 1
Weapon Proficiencies
Bastard sword (dbl specialized)
Lance (specialized)
Single weapon style
Two hander style
Non-Weapon Proficiencies
Riding, equine 17
Armoured casting 17
Spellcraft 18
Animal Handling 14
Ancient History: Knights 18
Herladry &Etiquette 18
Reading and writing:Fharul 18
Necrology 18
Research 18
Demonology 18
Gondwanapal,Kireshku, Old High Dragon
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, bastard 1h 9 2 6 1d8+6 1d12+6 S M
Sword, bastard 2h 9 2 8 2d4+6 2d8+6 S M
Lance, Heavy Horse 11 2 8 1d8+4 3d6+3 P L
Lance, Light 11 2 6 1d6+3 3d6+3 P L
Cavalier Kit
  • +4 vs. all Naalite (mind) magic.
  • Free mount heavy Warhorse with Half scale barding
  • +1 to hit with lance at 1st level, +2 at 6th level, +3 at 12th level
  • +1 to hit with sword at 3rd level, +2 at 6th level, +3 at 12th level
  • +1 to hit with horseman's mace at 6th level, +2 at 9th level, +3 at 12th level
  • +3 reaction bonus from Kiresh except criminals and outlaws.

  • Character Description
    Character wears a voluminous hooded black cloak, which hides his facial Features under the cloak he wears black Scale Mail armour he is armed with a bastard sword, Lance and Shield. He speaks is a soft unsettling tone much like a "Ring Wraith"

    Personality Profile
    ********


    Character Background
    *****

    Inventory
    • Items Carried
      • Backpack
        • Travelling Spell book
        • Dry rations (1 week)
        • Weaponblack
        • Whetstone
        • Wineskin
      • Items Readied
        • Sword, scimitar +1 of Speed
      • Items Worn
        • Scale mail
          • Shield, medium
            • Bastard Sword
          • Heavy Warhorse Named Goliath
          • Scale mail barding AC5
          • Bit and Bridle
          • Horseshoes
          • War Saddle with stirrups
          • Saddle Bags
          • Saddle Blanket
        • Spending Money
          • * Copper Pieces x70
          • * Gold Pieces x40
          • * Silver Pieces x50
    Spell Books
    1st level Book Detect Magic Feather fall Identify Magic Missile Sleep Shadow hands * True Strike *
    2nd level Book Blur Cats grace Continual light/ Darkness Darkness 15 Radius Knock Pyrotechnics
    3rd level Spellbook Fireball Fly Ghost Blade * Gust of wind Haste Infravision Lightning Bolt Shadow Bolt*
    4th level Spellbook Dimension Door Ice Storm Improved Invisibility Improved Strength Shadow Blade Ultravision Vitriolic Sphere Wall of Fire Wall of Ice
    5th level Spellbook Cone of Cold Summon Shadow
    Signature Spell Descriptions
    True Strike {Divination]
  • Level 1
  • Component V M
  • Time 1 Segment
  • Range Personal
  • Target Self
  • Duration See text
  • You gain immediate intuitive insight into the immediate future (30 seconds or one combat round) Your next attack roll (if made before the end of next combat phase) gains an automatic hit. (If there are several attacks in the attack sequences for that combat phase, only the actual first attack is automatic, and that effects attacking with two weapons, only one weapon is automatic. Additionally you are not affected by the -4 penalty that applies to a concealed target for all other attacks of that combat phase, as the location of that target can be deduced if it is within potential striking range within the duration of the next next combat phase.
    Shadow Hands [Transmutation]
  • Level 1
  • Component V S
  • Time 1 Segment
  • Range 10 ft Radius
  • Area Semi circular wave of cold shadow 10 ft long centred on your hands
  • Duration instantaneous
  • Save Throw: for Half (Dex applies)
  • A freezing blast of shadow leaps from your hands in a fan pattern and creature caught in the shadows takes 1d6 of cold damage per your casters level (maximum 5d6)
    Cats Grace [Alteration]
  • Level 2
  • Component V S M
  • Casting Time 2
  • Area of effect creature touched
  • Duration 1 round / level
  • Save Throw none
  • Just as the strength spell can enhance a subject's physical power for a time, Cats Grace enhances a subject's dexterity. An enhancement dexterity score may affect all abilities and skills that are Dexterity based including a subject's reaction adjustment, missile attack adjustment, defence adjustment, Dexterity Based proficiency scores and adjustments to thieves abilities. The exact amount of dexterity gained depends on the subject's class; Multiclass characters use the most favourable die.
    Class Dexterity Gain
    Rogue 1d8
    Fighter 1d6
    Wizard 1d4
    Priest 1d4
    The spell cannot confirm a Dexterity score of 20 or more and is not cumulative with any other dexterity enhancing magical or psionic. Subjects without dexterity scores gain a +1 to AC and +1 to attack rolls with missiles.
    The material component is a few whiskers from an elven cat.
    Improved Strength [Alteration] spells and magic.
  • Level 4
  • Component V S M
  • Casting Time 4 segments
  • Area of effect creature touched
  • Duration 1 hour / level
  • Save Throw none
  • By casting this spell the wizards empowers a creature with super human Strength. Unlike the 2nd level Strength spell Improved Strength allows the recipient of the spell to ignore race or class restrictions on his maximum strength score, possibly reaching as high as 25
    The exact amount of gained depends on the subject?s class; Multiclass characters use the most favourable die.
    Class Strength Gain*
    Fighter 1d8 +4 - Max 25
    Priest 1d6 +4 - Max 23
    Rogue 1d6 +4 - Max 23
    Wizard 1d4 +4 - Max 21
    * Count each percentile of exceptional Strength as 1 point of strength gained proceeds as 18, 18/01, 18/51, 18/76,18/91,18/00, 19 and so on
    Even if the recipient is not a warrior gains the benefit of exceptional Strength. For example a Thief with Strength of 14 gained 7 points would possess strength of 18/76 for the duration of the spell. In addition to attack and damage bonuses, increased chance to Open Doors or Bend Bars, and increased carrying Capacity, the spells recipient may temporary gain the ability to through boulders as a giant of equivalent strength as shown below
    Strength
    Damage
    Giant type Range in yards
    19
    1d6
    Hill 80
    20
    1d8
    Stone 100
    21
    1d8
    Frost 100
    22
    1d8
    Fire 120
    22
    1d10
    Cloud 140
    24
    1d12
    Storm 160
    25
    1d20
    Titan 200
    When the spell ends the recipient is struck by intense exhaustion he can do nothing except rest for 1d3 full turns to recover his strength
    The material component for this spell is a hair of a giant
    Ghost Blade [Transmutation]
  • Level 3
  • Component V S F
  • Time 3 segments
  • Range Touch
  • Target One Weapon
  • Duration 10 mins per level
  • Save Throw Yes
  • Transmuted weapon fades in and out of reality gaining the ghost touch weapons special abilities. It can affect incorporeal creatures as if they were solid and can be wielded by incorporeal creatures normally.
    Shadow Bolt [Conjuration]
  • Level 3
  • Component V S M
  • Time 3 segments
  • Range 100 +10 ft per level
  • Target One Shadow bolt / 4 levels
  • Duration Instantaneous
  • Save Throw (halves, dex applies)
  • You can create bolts of pure shadow and fire them at your enemies. You must succeed at a ranged touch attack roll to hit. The bolt deals 4d6 points of cold damage (save for half) if you create extra bolts all bolts must be aimed at enemies with 30 ft of each other.
    Material Component An ink-blackened arrowhead.
    Shadow Blade [Transmutation]
  • Level 4
  • Component V S M
  • Time 4 segments
  • Range Touch
  • Target One Weapon
  • Duration 1 hr/level
  • Save Throw No
  • The transmuted weapon is infused with energy from the plane of shadows and passes through physical armour to strike its target. While the spell is active all attacks made with the weapon are made as touch attacks. A targets armour bonus, shield bonus and natural armour bonuses don't count towards a touch attack.
    Vitriolic Sphere [conjuration/summoning, Elemental Water, alchemy]
  • Level 4
  • Component V S M
  • Casting Time 4
  • Range 150 yards
  • Area of effect 5 ft Radius
  • Duration Special
  • Save Throw Yes
  • Spell Resistance Yes
  • This spell conjures a 1-foot sphere of glowing emerald acid that the caster can direct to strike any target with in range. When it reaches it target the sphere explodes and drenches the target in potent acid. The victim suffers 1d4 per caster level (to maximum damage 12d4) and may attempt a saving throw verses spell for half damage. If the victim saves the spell he continues to suffer acid damage in the following rounds, sustaining 2 less dice of damage each round.
    Example 9th level wizard inflicts 9d4 on the first round, 7d4 on the second round, 5d4 on the third round, 3d4 on the fourth round, 1d4 on the fifth and final round. Each round the subject is entitled to a saving throw- the spell ends if the victim makes a successful saving throw or when the acid damage runs it course.
    The acid can be neutralised with ash, soda, lye, charcoal or removed by a large quantity of water
    The Vitriolic Sphere also splashes acid in a 5ft Radius around the primary target; any creatures with in the splash radius take 1d4 for every five caster levels. Splash hits don?t not cause continuing damage.
    Material component a glob of slug bile.