Personal Information |
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Name: Zharif al-Zatal |
Player: Chris |
Race: 3/4 human 1/4 demonspawn |
Gender: Male |
Height: 5'9" |
Age: 19 |
Class: Fighter / Transmuter∗(Griffon rider) |
Level: 1/1∗ |
Weight: 132 lbs |
XP:300/300∗ |
Eyes: Azure |
HP: 15 (2d10+2d4)/2+1 |
Next Level: 4,500*/4500 |
Alignment: Lawful Evil |
Skin: Ivory |
Natural Magic Resistance: 25% |
Ability Scores | |||||||||||||||
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Saving Throws |
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Paralyzation: 14 |
Poison: 14 |
Death Magic: 14 |
Petrification: 13 |
Polymorph: 13 |
Rod: 11 |
Staff: 11 |
Wand: 11 |
Breath Weapon: 15 |
Spell: 12 |
Combat | |
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Hit Points: | 8 |
Base THAC0: | 20 |
Melee THAC0: | 20 |
Missile THAC0: | 20 |
Armor | |
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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 (4) |
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Comp. Short Bow (Specialist) |
Scimitar |
Proficiency | Cost |
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Bargain/Debate | 1 |
Spellcraft, Mage | 1 |
Demonological Bargaining |
2 |
Hiding and Evasion | 2 |
Artifice/Technomancy |
3 |
Read/write: | 0 |
Griffon Training | ∗ |
Griffon Riding | ∗ |
Calligraphy | ∗ |
Languages: () | Type: |
Language, Modern (0) | Gondwanapal |
Language, Modern (0) | Zarzhani |
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THAC0 |
Attacks/ |
Speed |
Damage |
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(+2) |
Range |
(-2) |
(-5) |
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Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
T |
S |
Pointblank |
Short |
Medium |
Long |
C.S.Bow - Flight |
-- |
19 |
2/1 |
6 |
1d6+2 |
1d6+2 |
∗ |
S |
3 |
4 |
8 |
16 |
C.S.Bow - Sheaf |
-- |
19 |
2/1 |
6 |
1d8+2 |
1d8+2 |
∗ |
S |
3 |
5 |
10 |
20 |
Scimitar |
20 |
-- |
1 |
5 |
1d8 |
1d8 |
S |
M |
-- |
-- |
-- |
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Weapon Carried |
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Comp. Short Bow |
Scimitar |
Weapons Readied |
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Items Worn |
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black banded mail |
or Black robes |
Scabbard, hanger, baldric |
Quiver |
turban, bronze cap underneath |
Purple leather belt |
Backpack: |
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Torch x2 |
Wineskin |
Whetstone |
10 sheaf arrows |
Spellbook |
Dagger |
2 paper |
writing ink |
Scroll of Tenser's Floating Disk |
Scroll of Knock |
On belt: |
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Scimitar scabbard |
Dagger sheath |
Large belt pouch |
Small Belt Pouch |
Large Belt Pouch: |
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Flint and Starstone |
Salt (1/3 lb) |
Quiver: |
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10 flight arrows |
10 sheaf arrows |
Small Belt Pouch: |
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Chalk |
spell components |
1 non magical gem |
Kit - typically only carried on journeys: |
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The load is split between the henchmen |
Personals: |
2 Robes - black and yellow |
Winter blanket |
20 flight arrows |
20 sheaf arrows |
Coin Type | Amount |
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Gold Pieces (Assorted currency) | 106 riyals |
Silver Pieces(Assorted currency) | 156 sheckels |
Copper Pieces (Assorted currency) | 4 |
Transmuter (base) |
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Transmuter: The most versatile of the specialist wizards
is the transmuter, specializing in the school of alteration. The school
of alteration is the largest of the schools of philosophy, giving the transmuter
access to a variety of powers and abilities. In order to master the complicated
somatic gestures of this school, a wizard must have a Dexterity (Dexterity/Aim)
of 15 or higher to become a transmuter. The school of alteration is opposed
by the schools of necromancy and abjuration. Transmuters have the normal benefits and restrictions of specialist wizards. In addition, they gain an additional +1 bonus to their saving throws versus alteration spells and related magical effects (such as a wand of polymorph) when they reach 8th level, for a total of +2. At 11th level, this increases to +3. Transmuters command a number of useful spells. Their offensive and defensive capabilities are quite formidable, and they also have access to spells such as haste or strength that can drastically enhance the whole party's fighting power. Despite their skill in battle, transmuters are at their best when overcoming obstacles; there is a great range of generally useful alteration spells such as passwall and fly which may make it possible for transmuters to avoid fights altogether. |
Base Powers: • Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school. Under this rule, a 1st-level specialist may have two spells memorized instead of only one. • Specialists gain a bonus of +1 when making saving throws against spells of their own school. Specialists also inflict a -1 penalty to their victims' saving throw attempts when casting a spell of their specialty school. • Specialist wizards gain a bonus of +15% when learning spells from their school, but suffer a penalty of -15% when learning spells from any other school. Specialists cannot learn spells belonging to an opposition school. • When a specialist reaches a new level, he automatically gains one spell of his school to add to his spell book. No roll for learning the spell need be made. |
Additional Limits: • Lost "When a specialist wizard attempts to create a new spell through research, the spell is treated as if it were one level lower if it falls within the wizard's specialty school." (+5 pts) • Added Invocation/Evocation to barred schools (+5 pts) • Cannot use magic items duplicating necromancy or abjuration effects (+10 pts) |
Additional Powers: • Allowed to wear any armor (-15 pts) • Casting time reduction for all spells(-5 pts) |
Spell Summary: Not allowed spells from Invocation/Evocation,
Necromancy or Abjuration. |
Spellbook | |
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Name |
Level |
Read/Write Magic | 1 |
Color Spray | 1 |
Jump | 1 |
Shocking Grasp | 1 |
Spider Climb | 1 |
Featherfall |
1 |