Personal Information
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
Str: 13
Weight Allowance: 45
Bend Bars/Lift Gates: 4%
Attack Adj.: +0
Damage Adj.: +0
Max. Press: 150 lbs
Open Doors: 7
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: 15
System Shock: 90%
Poison Save: +0
Hit Point Adjustment: +1
Resurrection Chance: 94%
Dex: 15
Missile Adjustment: +0
Reaction Adjustment: +0
Defensive Adjustment: -1
 
Wis: 11
Bonus Clerical Spells:  0, 0, 0
Clerical Spell Failure Chance: 10%
Magic Defense Adjustment: +0
Spell Immunity: None
Cha: 15
Loyalty Base: +3
Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
 


Saving Throws
Paralyzation: 14
Poison: 14
Death Magic: 14
Petrification: 13
Polymorph: 13
Rod: 11
Staff: 11
Wand: 11
Breath Weapon: 15
Spell: 12


Combat
Hit Points: 8
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20


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 (4)
Comp. Short Bow (Specialist)
Scimitar




Non-Weapon Proficiencies (4+5)

Proficiency Cost
Bargain/Debate 1
Spellcraft, Mage 1
Demonological Bargaining
2
Hiding and Evasion
Artifice/Technomancy
3
Read/write: 0
Griffon Training
Griffon Riding
Calligraphy
Languages: () Type:
Language, Modern (0) Gondwanapal
Language, Modern (0) Zarzhani


Weapons


THAC0

Attacks/

Speed

Damage



(+2)

Range

(-2)

(-5)

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


--

--

--










































Inventory

Weapon Carried
Comp. Short Bow
Scimitar

Weapons Readied




Items Worn
black banded mail
or Black robes

Scabbard, hanger, baldric
Quiver
turban, bronze cap underneath

Purple leather belt


Backpack:

Torch x2
Wineskin
Whetstone
10 sheaf arrows
Spellbook
Dagger
2 paper
writing ink
Scroll of Tenser's Floating Disk
Scroll of Knock

On belt:
Scimitar scabbard
Dagger sheath
Large belt pouch
Small Belt Pouch




Large Belt Pouch:
Flint and Starstone
Salt (1/3 lb)


Quiver:
10 flight arrows
10 sheaf arrows







Small Belt Pouch:
Chalk
spell components
1 non magical gem





Kit - typically only carried on journeys:
The load is split between the henchmen
Personals:
2 Robes - black and yellow
Winter blanket
20 flight arrows
20 sheaf arrows






Spending Money

Coin Type Amount
Gold Pieces (Assorted currency) 106 riyals
Silver Pieces(Assorted currency) 156 sheckels
Copper Pieces (Assorted currency) 4

Transmuter (base)
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
Name
Level
Read/Write Magic 1
Color Spray 1
Jump 1
Shocking Grasp 1
Spider Climb 1
Featherfall
1



Spells per Day:4