Personal Information
Name: Isma'il al-Zatal
Player: Chris
Race: Zarzhanja (Human Dervish)
Gender: Male
Height: 5'8"
Age: 25
Class: Fighter / Shaman∗(Griffon rider)
Level: 7/8∗
Weight: 140 lbs
XP: 64,000 / 159,620∗
Eyes: Grey
HP: 71(47 +8 +16)
Next Level: 220,000 ∗
Alignment: Lawful Neutral(Evil)
Skin: Darkly tanned and sun-worn


Ability Scores
Str: 18/27 [19]
Weight Allowance: 135 [485]
Bend Bars/Lift Gates: 20% [50%]
Attack Adj.: +1 [+3]
Damage Adj.: +3 [+7]
Max. Press: 280 [640] lbs
Open Doors: 12 [16(8)]
Int: 16
Max. Spell Level: 8th
Max. Spells Per Level: 11
Illusion Immunity: None
Bonus Proficiencies: 5
Bonus Mage Spells: 2,2
Chance to Learn New Spell: 70%
Con: 16
System Shock: 95%
Poison Save: +0
Hit Point Adjustment: +2
Resurrection Chance: 96%
Dex: 18
Missile Adjustment: +2
Reaction Adjustment: +2
Defensive Adjustment: -4
 
Wis: 18
Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0
Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4
Spell Immunity: None
Cha: 11
Loyalty Base: +0
Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
 


Saving Throws
Paralyzation: 7
Poison: 7
Death Magic: 7
Petrification: 10
Polymorph: 10
Rod: 11
Staff: 11
Wand: 11
Breath Weapn: 12
Spell: 12


Combat
Hit Points: 71
Base THAC0: 14
Melee THAC0: 11
Missile THAC0: 9


Armor
Natural armor class 10
Full armor (Chain+2) -7
Starstone Cap 0
Shield, medium adj. -1
DEX Defensive adj. -4
FINAL: -2/-1


Weapon Proficiencies (8)
Spears, narrow
Mounted Archery Style(Specialist)
Scimitar(Specialist)
Sling Style(Specialist)
Sling (Specialist)

Non-Weapon Proficiencies (17)

Proficiency Cost
Luck 1
Spellcraft, Priest 1
Healing 1
Empathic Naturalism/Nature Spirits and Sprite Lore 4 (Master)
Endurance/Survival(Desert) 2
Foraging (Hunting and Fishing) 1
Dreamquest Lore 1
Dream Interpretation 1
Marksmanship 1
Read/write: 0
Chanting/Energy Focus 1
Griffon Training
Griffon Riding
Psychopomp 2
Languages: (3) Type:
Language, Modern (0) Gondwanapal
Language, Modern (0) Zarzhani
Language, Ancient (3)-BONUS Old Zharzhanj


Weapons


THAC0

Attacks/

Speed

Damage



Range

(-2)

(-5)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

T

S

Short

Medium

Long

Sling of Speed- rock

--

7

4/1

6∗

1d4+3

1d4+3

S

4

8

16

Sling of Speed- bullet

--

7

4/1

6∗

1d4+4

1d4+4

S

5

10

20

Scimitar

10

--

2/1

5

1d8+9

1d8+9

S

M

--

--

--

Long Spear - (1H)

11

--

3/2

8

1d8+7

1d8+8

P

L

--

--

--

Long Spear - (2H)

11

--

3/2

8

2d6+7

3d6+7

P

L

--

--

--

Javelin

9

--

3/2

4

1d6+7

1d6+7

P

M

2

4

6



Inventory

Weapon Carried
Sling of Speed (+1) "Smasher"
Scimitar

Weapons Readied
Long Spear
2 javelins


Items Worn
Chain Mail +2 of Blending
(appearing as robes or black chain mail)
Shaman's pouch:
Embroidered leather pouch, strung around neck,
acts as holy symbol holding a memento of each spirit;
tuft of griffon fur, a hawks feather,etc.
Scabbard, hanger, baldric
Girdle of Hill Giant Strength
(a green silk sash - worn underneath chain)
turban, bronze cap underneath
Shield, medium
Green silk rope belt
Earring of Perfection/Imperfection* (Left Ear)
sandals

* Earring of Perfection/Imperfection: Worn in the left ear, Magical divinations will always show the wearer to be truthful, noble, trustworthy, discrete, beneficent, and benevolent. Worn in the right ear, the wearer will detect as a liar, knave, untrustworthy, indiscrete, greedy and malevolent.

Backpack:

Torch x2
Wineskin
Whetstone
20 sling stones
12 sling bullets
Dagger


and
On belt:
Scimitar scabbard
Dagger sheath
Large belt pouch
Small Belt Pouch
10 pieces of non magical jewelry
475 riyals
900 sheckels



Large Belt Pouch:
12 sling stones
8 sling bullets
Flint and Starstone
Salt




Small Belt Pouch:
Chalk
spell components






Kit - typically only carried on journeys:

The load is split between the henchmen
Rations,standard (3 week)
Torch x6
Large Waterskins x 3 (roughly 3 wineskins each)
tent, large (tan)
Silk rope, 50'  
Bronze pot
3 fishhooks and line
Spices for food  (0.1 lbs)
Writing Ink (2 vials)
Paper, 10 sheets
Soap
Sewing needle and thread
6 large saddle bags (griffon)
Personals:
2 Robes - tan, red
Winter blanket








Spending Money

Coin Type Amount
Gold Pieces (Assorted currency) 505
Silver Pieces(Assorted currency) 900
Copper Pieces (Assorted currency) 0


Shaman Abilties: (54)
Ability Ability Points
Spirits 30
Followers 5
Casting Time Reduction (lvl 3)
4
Turn Undead 15

Spirit Powers (Spirit must be summoned first)
Powers of Minor Animal Spirits: Minor animal spirits can aid the shaman by using Animal friendship, Speak with animals, or Animal summoning one, on the shaman's behalf. In addition the animal spirit can grant a limited for of Clairaudience and Clairvoyance by allowing the shaman to see through the eyes of an animal of that species, with a range of one mile. Animals of the species in question will never attack the shaman or anyone under her protection unless the shaman has angered the spirit or the animals are magically controlled, and thus not free-willed.
Powers of Major Animal Spirits: Major animal spirits can use Animal summoning II on the shaman's behalf, grant her the speed or movement powers of the animal (flying, swimming, or running at the animal's base speed), or transform the shaman in the shape of the animal, similar to a druid's shapechange.
Powers of Air Spirits: Air spirits: Obscurement, Call lightning, Gust of wind, Wind wall, Commune with nature, Air walk, Control winds, Weather summoning, Control weather, Uncontrolled weather, and Wind-walk. Air spirits are associated with high peaks, windswept plains or valleys, or seasonal winds such as a scirocco or the north wind of the winter.
Powers of MInor Ancestral Spirits: Minor spirits can invoke the powers of Augury, Feign death, Prayer, or Speak with dead in behalf of the shaman
The farther you are from a Spirit's home territory, the less likely you can summon the spirit.

Known Spirits: 6


Type Animal (Manitou)
Power (Major)
Specific Type Griffin
Name Maa'rdur Kaleska (Sky Piercer)
Description: Takes the Form of a Griffin. His territory covers the Western Anvil Desert (al-Jholith), the Mountains of Madness and the Northern Dervish Barrens.

Type Nature/ Elemental (Djenio)
Power (Major)
Specific Type Air
Name Zatar Kheshkalesk (Cloud of the Zatar Winds)
Description Takes the form of a Cloud or Mist. His territory is the Anvil Desert (al-Jholith)

Type Ancestral(Necroshkja)
Power (Minor)
Specific Type Father
Name Bashshar
Description Takes the Form of a Shadow. His territory lies in the old Dirah of the Bahij in the northern Dervish Barrens

Type Ancestral (Necroshkja)
Power (Minor)
Specific Type Great Grandmother
Name Hayriye
Description Takes the Form of a Crow. Her territory lies in the old Dirah of the Bahij in the northern Dervish Barrens

Type Animal (Manitou)
Power (Minor)
Specific Type Vulture
Name Saluk Myrdinn (Red Scavanger)
Description Takes the Form of a Vulture. Her territory lies in the Dweorgha-Var of in the Anvil Desert (al-Jholith)

Type Nature/ Elemental (Djenio)
Power (Minor)
Specific Type: Air
Name Kahil Kol-al-Jholith/td>
Description: Takes the form of a small sand whirlwind. His territory lies in the Huzakh-Var in the Anvil Desert (al-Jholith)


Spheres (minor denoted by ∗)  (66)
Sphere Cost
All 5
Animal 10
Divination ∗ 5
Elemental 20
Healing 10
Thought 10
Travelers *
3
Guardian *
3

Spells per Day:5/5/4/3