Hussam Arbouqa | |
Aliases: | - |
Age: | 26 |
Hair: | Black |
Fur: | - |
Eyes: | Brown |
Height: | 5'8" |
Weight: | 150 lb. |
Race: | Human |
Class: | Wizard 3/Master Specialist 10 |
Alignment: | Neutral Good |
Deity: | Thoth |
Level: | 13 |
Experience: | 78,003XP |
Hit Points: | 130/130 |
Gold: | 1,214.78 |
Current Status: | Active |
Played by Abbassia |
- Description
- Stats & Combat
- Skills
- Feats
- Class Abilities
- Race
- Familiar
- Equipment
- Spells
- Adventures
- Background
Gallery
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 10 | 16 | 18 | 24 | 10 | 12 |
Bonus | +0 | +3 | +4 | +7 | +0 | +1 |
Score | - | - | 22 | 30 | - | - |
Bonus | - | - | +6 | +10 | - | - |
Combat |
Initiative | +7 | BAB | +6 | Grapple | +6 |
Conditional defense Modifiers Here |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 15 | +2 | Fortitude | +10 | +3 | |
Flat | 12 | +2 | Reflex | +7 | +1 | |
Touch | 14 | +1 | Will | +10 | +1 |
Conditional offense modifier Here |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Quarterstaff | +6 | 1d6/1d6 | Bludgeoning | 20 | x2 | Melee |
Masterwork Dagger | +7 | 1d4 | Piercing or Slashing | 19-20 | x2 | Melee/10 ft. |
Ammo | Qty |
- | - |
Spells per Day | conditional DC modifier here |
Class | Lv0 | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 |
DC | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | - | - |
Spells | * | 7+1 | 7+1 | 6+1 | 5+1 | 5+1 | 4+1 | 2+1 | - | - |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
- | U | Climb (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Jump (Str) | + 0 | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Swim (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Balance (Dex) | + 0 | + 3 | + 2 | + 0 | + 0 | + 5 |
- | U | Escape Artist (Dex) | + 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
- | U | Hide (Dex) | + 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
- | U | Move Silently (Dex) | + 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
- | - | Open Lock (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Ride (Dex) | + 2 | + 3 | + 0 | + 0 | + 0 | + 5 |
- | - | Sleight of Hand (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | - | Tumble (Dex) | + 5 | + 3 | + 0 | + 0 | + 0 | + 8 |
- | U | Use Rope (Dex) | + 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
C | U | Concentration (Con) | + 16 | + 4 | + 0 | + 0 | + 0 | +20 |
- | U | Appraise (Int) | + 5 | + 8 | + 0 | + 0 | + 0 | + 13 |
C | U | Craft (Int) | + 15 | + 8 | + 0 | + 0 | + 0 | + 23 |
C | - | Decipher Script (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Disable Device (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Forgery (Int) | + 0 | + 8 | + 0 | + 0 | + 0 | + 8 |
C | - | Knowledge (Int) | + 16 | + 8 | + 0 | + 0 | + 0 | + 24 |
- | U | Search (Int) | + 0 | + 8 | + 0 | + 0 | + 0 | + 8 |
C | - | Spellcraft (Int) | + 16 | + 8 | + 2 | + 3 | + 0 | + 29 |
- | U | Heal (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Listen (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Profession (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Spot (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Survival (Wis) | + 0 | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Bluff (Cha) | + 8 | + 1 | + 0 | + 0 | + 0 | + 9 |
- | U | Diplomacy (Cha) | + 0 | + 1 | + 2 | + 0 | + 0 | + 3 |
- | U | Disguise (Cha) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Gather Information (Cha) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Intimidate (Cha) | + 0 | + 1 | + 2 | + 0 | + 0 | + 3 |
- | U | Perform (Cha) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Use Magic Device (Cha) | + 8 | + 1 | + 0 | + 0 | + 0 | + 9 |
- | - | Speak Language | + 0 |
Skill Points | 120 |
-U = usable untrained
-C = class skill
Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
Alchemy(Main), Wordsmithing | Arcana (Main), Nature, The Planes, Dungeoneering | Common, Literacy | Axios, Draconic, Trade Tongue, Celestial, Goblin | - | - | Collector of Stories [Mental], Swift Concentration [Mental], Magical Appraisal [Mental], False Theurgy [Manipulation] |
Human Bonus - Improved Initiative: +4 bonus on initiative checks
Level 1 - Spell Focus (Transmutation): +1 to the Difficulty Class for all saving throws against spells from the school of Transmutation
Level 3 - Spell Penetration: Your spells are especially potent, breaking through spell resistance more readily than normal.
Master Specialist Level 1 - Skill Focus(Spellcraft): +3 bonus on all skill checks with that skill
Master Specialist Level 3 - Greater Spell Focus (Transmutation): Your spells of that school are even more potent than normal.
Level 6 - Heighten Spell: You can cast a spell as if it were higher level than it actually is.
Level 9 - Sculpt Spell: You can alter the area of your spells.
Level 12 - Spell Focus (Conjuration): +1 to the Difficulty Class for all saving throws against spells from the school of Conjuration.
Wizard 3
Class Feature:
Specialization | Transmutation |
Prohibited Schools | Necromancy, Enchantment |
Master Specialist 9
Class Feature:
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would have gained.
Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.
Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.
You can add another spell of your chosen school to your spellbook at 5th and at 8th level.
Greater Spell Focus: At 3rd level, you gain Greater Spell Focus as a bonus feat. You must apply this feat to your chosen school.
Minor School Esoterica: When a transmutation spell you have cast in successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
Caster Level Increase: Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.
Moderate School Esoterica (Ex): At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.
You can immediately reroll any failed fortitude save against a transmutation spell or ability; you must accept the result of the second roll.
Major School Esoterica (Ex): At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.
When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.
Human
Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments—but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.
Human:
* Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Horus, Hawk Familiar
Similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Str | Dex | Con | Int | Wis | Cha |
6 | 17 | 10 | 7 | 14 | 6 |
-2 | +3 | +0 | -2 | +2 | -2 |
Initiative | +3 | BaB | +1 | Grapple | -10 |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 13 | +0 | Fortitude | +2 | +0 | |
Flat | 10 | +0 | Reflex | +5 | +0 | |
Touch | 13 | +0 | Will | +1 | +0 |
Conditional offense modifier Here |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Talons | +5 | 1d4-2 | Piercing & Slashing | 20/x2 | 1d4-2 | Melee |
Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
Spot (Wis) | + 14 | + 0 | + 0 | + 0 | + 0 | + 14 |
Listen (Wis) | + 4 | + 0 | + 0 | + 0 | + 0 | + 4 |
situational Skill bonuses here |
Feats:
Alertness - +2 bonus on all Listen checks and Spot checks. Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm's reach.
Weapon Finesse - Use Dexterity modifier instead of Strength modifier on attack rolls
Special Qualities
Improved Evasion - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells - At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link - The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells - If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Weapon | Damage | Crit | Range | Type | Notes |
Quarterstaff | 1d6/1d6 | 20/x2 | Melee | Bludgeoning | - |
Masterwork Dagger | 1d4 | 19-20/x2 | 10 ft./Melee | Piercing or Slashing | - |
Ammo | Qty |
- | - |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Scholar’s Outfit | +0 | - | - | - | - | 30 ft. | - |
Slot | Item | Description |
Head | Headband of intellect +6 and a Bahgrahbi Fez/Turban | +6 enhancement bonus to intelligence |
Face | - | - |
Neck | Amulet of Health +4 | +4 enhancement bonus to constitution |
Shoulders | Cloak of resistance +1 | +1 bonus to saving throws |
Body | Robe of mysterious conjuration | 3/day sacrifice spell slot to use summon monster spell of same level |
Torso | - | - |
Arms | Bracers of the entangling blast | Next spell cast deals half damage and entangles target |
Hands | - | - |
Right Ring | Ring of Enduring Arcana | You are considered four levels higher than your actual caster level whenever another character attempts to dispel or counter one of your spells. |
Left Ring | Ring of Feather Falling | It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet. |
Waist | Healing Belt | 3 Charges per day, heals; 1 Charge: 2d8, 2 Charges: 3d8, 3 Charges: 4d8 |
Feet | Scholar’s Outfit (Soft Shoes) | - |
Pack | Heward's Handy Haversack | Holds up to 120 lb., but weighs only 5 lb.; all objects stored are easily accessible |
List of Items Here:
Basic Adventuring Package
Heward's Handy Haversack
2x Blessed Spellbook (281/1000 Pages Filled)
Spell component pouch
2x Sunrod
Wand of Protection From Evil (5 Charges Used)
Wand of Benign Transposition
Lesser Rod of Metamagic Extend
Pearl of Power, 1st level spell
Potion of Remove Disease
Potion of Water Breathing
Amulet of Natural Armor +1
+1 ring of protection
Ruby
In Storage At Inn:
Wizard Cantrips 26 Pages
Resistance - Subject gains +1 on saving throws.
Acid Splash -Orb deals 1d3 acid damage.
Caltrops - Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Detect Poison - Detects poison in one creature or small object.
Detect Magic - Detects spells and magic items within 60 ft.
Read Magic - Read scrolls and spellbooks.
Dancing Lights - Creates torches or other lights.
Electric Jolt - Ranged touch attack deals 1d3 electricity damage.
Flare - Dazzles one creature (-1 on attack rolls).
Ray of Frost - Ray deals 1d3 cold damage.
Sonic Snap - Subject takes 1 point of sonic damage and is deafened 1 round.
Ghost Sound - Figment sounds.
Silent Portal - Negates sound from door or window.
Unnerving Gaze - Subject takes -1 penalty on attacks for 1d3 rounds.
Amanuensis - Copy nonmagical text.
Launch Bolt - Launches a crossbow bolt up to 80 ft.
Launch Item - Hurls Fine item up to Medium range.
Mage Hand - 5-pound telekinesis.
Mending - Makes minor repairs on an object.
Message - Whispered conversation at distance.
No Light - Prevents normal light from illuminating.
Open/Close - Opens or closes small or light things.
Repair Minor Damage - Repairs 1 point of damage to any construct.
Slash Tongue - Subject takes -1 penalty on attacks, saves and checks for 1 round.
Stick - Glues an object weighing 5 pounds or less to another object.
Arcane Mark - Inscribes a personal rune (visible or invisible).
Prestidigitation - Performs minor tricks.
Wizard 1: 16 Pages
Enlarge Person - Humanoid creature doubles in size.
Nerveskitter - Subject gains +5 bonus on initiative checks.
Ray of Clumsiness - Victim takes 1d6 Dexterity penalty +1/2 levels.
Expeditious Retreat, Swift - Your speed increases by 30 ft. for 1 round.
Ebon Eyes - Subject can see through magical darkness.
Grease - Makes 10-ft. square or one object slippery.
Benign Transposition - Two willing subjects switch places.
Wall of Smoke - Wall of black smoke obscures vision and nauseates those who pass through.
Color Spray - Knocks unconscious, blinds, and/or stuns weak creatures.
Silent Image - Creates minor illusion of your design.
Protection from Chaos/Evil/Good/Law (Protect from Evil) - +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Targeting Ray - You and allies are +1 to hit/3 levels against subject.
Mage Armor - Gives subject +4 armor bonus.
Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Guided Shot - You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Shield - Invisible disc gives +4 to AC, blocks magic missiles.
Wizard 2: 16 Pages
Alter Self - Assume form of a similar creature.
Rope Trick - As many as eight creatures hide in extradimensional space.
Glitterdust - Blinds creatures, outlines invisible creatures.
Web - Fills 20-ft.-radius spread with sticky spiderwebs.
Scorching Ray - Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility - Subject is invisible for 1 min./level or until it attacks.
Detect Thoughts - Allows “listening” to surface thoughts.
Mirror Image - Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Wizard 3: 30 Pages
Fly - Subject flies at speed of 60 ft.
Haste - One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Magic Weapon, Greater - +1/four levels (max +5).
Slow - One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Dimension Step - This spell allows your allies to make a short teleport.
Dispel Magic - Cancels magical spells and effects.
Phantom Steed - Magic horse appears for 1 hour/level.
Sleet Storm - Hampers vision and movement.
Stinking Cloud - Nauseating vapors, 1 round/level.
Summon Monster III - Calls extraplanar creature to fight for you.
Wizard 4: 8 Pages
Polymorph - Gives one willing subject a new form.
Perfect Summons - Creates area where only good creatures can be summoned.
Scrolls:
(1) Arcane Mark (12gp 5sp)
(1) Disguise Self ( 25gp)
(2) Expeditious Retreat (25gp x 2)=50
(2) Hold Portal (25gp x 2 ) =50
(1) Magic Aura - 25gp
(1) Reflective Disguise (150gp)
(1) Levitate -150gp
(1) Shield (25gp)
Sorcerer/Wizard Spells
Wizard Cantrips 26 Pages
Resistance - Subject gains +1 on saving throws.
Acid Splash -Orb deals 1d3 acid damage.
Caltrops - Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Detect Poison - Detects poison in one creature or small object.
Detect Magic - Detects spells and magic items within 60 ft.
Read Magic - Read scrolls and spellbooks.
Dancing Lights - Creates torches or other lights.
Electric Jolt - Ranged touch attack deals 1d3 electricity damage.
Flare - Dazzles one creature (-1 on attack rolls).
Ray of Frost - Ray deals 1d3 cold damage.
Sonic Snap - Subject takes 1 point of sonic damage and is deafened 1 round.
Ghost Sound - Figment sounds.
Silent Portal - Negates sound from door or window.
Unnerving Gaze - Subject takes -1 penalty on attacks for 1d3 rounds.
Amanuensis - Copy nonmagical text.
Launch Bolt - Launches a crossbow bolt up to 80 ft.
Launch Item - Hurls Fine item up to Medium range.
Mage Hand - 5-pound telekinesis.
Mending - Makes minor repairs on an object.
Message - Whispered conversation at distance.
No Light - Prevents normal light from illuminating.
Open/Close - Opens or closes small or light things.
Repair Minor Damage - Repairs 1 point of damage to any construct.
Slash Tongue - Subject takes -1 penalty on attacks, saves and checks for 1 round.
Stick - Glues an object weighing 5 pounds or less to another object.
Arcane Mark - Inscribes a personal rune (visible or invisible).
Prestidigitation - Performs minor tricks.
Wizard 1: 17 Pages
Enlarge Person - Humanoid creature doubles in size.
Nerveskitter - Subject gains +5 bonus on initiative checks.
Ray of Clumsiness - Victim takes 1d6 Dexterity penalty +1/2 levels.
Expeditious Retreat, Swift - Your speed increases by 30 ft. for 1 round.
Ebon Eyes - Subject can see through magical darkness.
Treacherous Weapon - Severely weaken manufactured and magical weapons
Grease - Makes 10-ft. square or one object slippery.
Wall of Smoke - Wall of black smoke obscures vision and nauseates those who pass through.
Mage Armor - Gives subject +4 armor bonus.
Benign Transposition - Two willing subjects switch places.
Color Spray - Knocks unconscious, blinds, and/or stuns weak creatures.
Silent Image - Creates minor illusion of your design.
Protection from Chaos/Evil/Good/Law (Protect from Evil) - +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Targeting Ray - You and allies are +1 to hit/3 levels against subject.
Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Guided Shot - You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Shield - Invisible disc gives +4 to AC, blocks magic missiles.
Wizard 2: 22 Pages
Alter Self - Assume form of a similar creature.
Rope Trick - As many as eight creatures hide in extradimensional space.
Knock - Opens locked or magically sealed door.
Heroics - Fighter gains one fighter bonus feat.
Heart of Air - Take on some minor qualities of an Air Elemental
Glitterdust - Blinds creatures, outlines invisible creatures.
Web - Fills 20-ft.-radius spread with sticky spiderwebs.
Scorching Ray - Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility - Subject is invisible for 1 min./level or until it attacks.
Detect Thoughts - Allows “listening” to surface thoughts.
Mirror Image - Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Wizard 3: 51 Pages
Fly - Subject flies at speed of 60 ft.
Halt - Subject's feet become stuck to the ground.
Haste - One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Magic Weapon, Greater - +1/four levels (max +5).
Slow - One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Shrink Item - Object shrinks to one-sixteenth size.
Heart of Water - Take on the minor characteristics of a water elemental.
Dolorous Blow - Weapon’s threat range is doubled and threats are automatically confirmed.
Snake’s Swiftness, Mass- Allies each immediately make one attack.
Dimension Step - This spell allows your allies to make a short teleport.
Mage Armor, Greater - Gives subject +6 armor bonus.
Phantom Steed - Magic horse appears for 1 hour/level.
Sleet Storm - Hampers vision and movement.
Stinking Cloud - Nauseating vapors, 1 round/level.
Summon Monster III - Calls extraplanar creature to fight for you.
Alter Fortune - Cause one creature to reroll any die roll.
Dispel Magic - Cancels magical spells and effects.
Unluck - Subject remakes all rolls, uses worse result for 1 round/level.
Wizard 4: 44 Pages
Baleful Blink - You cause the creature to wink in and out of existence erratically, much to its chagrin.
Perfect Summons - Creates area where only good creatures can be summoned.
Polymorph - Gives one willing subject a new form.
Voice Of The Dragon - +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Celerity - Take a standard action immediately, but be dazed for a round.
Heart of Earth - Take on minor characteristics of an Earth Elemental.
Call Of Stone - Slowly turn subject to stone.
Stone Shape - Sculpts stone into any shape.
Black Tentacles - Tentacles grapple all within 20 ft. spread.
Assay Spell Resistance - +10 bonus on caster level checks to overcome the spell resistance of a specific creature.
Mirror Image Greater - Several illusory duplicates of you pop into being.
Dimension Door - Transfer self from current location to any other spot within range, +1 touched additional willing Medium or smaller creature or its equivalent per three caster levels
Dimensional Anchor - Bars extradimensional movement.
Wizard 5: 45 pages
Fly, Mass - As your gestures point out which creatures receive the benefi ts of your spell, they seem lighter on their feet.
Telekinesis - Moves object, attacks creature, or hurls object or creature.
Flesh to Ice - Turn a living creature into inert ice.
Draconic Polymorph - As polymorph, but improved.
Overland Flight - You fly at a speed of 40 ft. and can hustle over long distances.
Lightning Leap - Travel 10 to 60ft in a bolt of lightning, deal damage.
Enlarge Person, Greater - Subject remains enlarged for 1 hour/level.
Heart of Fire - Take on the minor characteristics of a fire elemental.
Refusal - Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Wizard 6: 48 pages
Brilliant Blade - Weapon or projectiles shed light, ignore armor.
Gemjump - Teleport to the location of a specially prepared gem.
Freezing Fog - Fog slows creatures, obscures vision, hinders movement.
Imbue Familiar with Spell Ability - You transfer spells and casting ability into your familiar.
Contingency - Sets trigger condition for another spell.
Permanent Image - Includes sight, sound, and smell.
Dispel Magic Greater - As dispel magic, but +20 on check.
Resistance, Superior - Subject gains +6 on saving throws.
Wizard 7: 28 pages
Elemental Body - You take on the qualities of a type of elemental.
Synostodweomer - Channel a spell into positive energy to cure 1d8/spell level.
Teleport, Greater - As teleport, but no range limit and no off-target arrival.
Grasping Hand - Hand provides cover, pushes, or grapples.
The Lock Box
Good Help Is Hard To Find (Round 1)
The Case of the Timberlay Lion
Three Stouts Tavern And Provisions
Dehydration
The Horror in...Cookie Dough?!
To Test Thy Faith
Where's The Beef?
Drow Enclave Part Two
Dat Ass
Did Someone Call for a WAAAGGHHH
The Blue-ette Dragon
Elementals and Dragons
Tricky Traps
Ooze Well That Ends Well
The Mountain Shudders
Tick Tock Trouble
Old Man's Wish
Tiamats War Begins
Bound for Aur
A: Appearance
- 1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
A Human male of his later twenties, of average height and of average build, Hussam's skin is tanned, his face features black hair, a casually trimmed mustache, lightly groomed beard and brown eyes. Hussam has come to dress in the robes he did during his studies, having grown both accustomed and comfortable to them, though he recently adopted wearing a Baghrabi Fez wrapped in a turban, a recent gift from his homeland.
- 2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Upon close examinations, a few minor scars can be found that serve as small reminders of various lab accidents, spells gone awry and the occasional unwise venture. Though they are mostly unremarkable and do not warrant much to be noticed or otherwise removed.
- 3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Not much to warrant, perhaps the tendency to ramble or think aloud at times.
B: Birth and Family
- 1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Hussam was born mid-summer in the port city of Bahgraihb, The furthest east of all cities of the Alazarim Trade Confederacy on the island of Valisar on the continent of Crescent, his exact birth date is recorded to be the 35th of Chiron of the year 1988.
- 2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Hussam is the son of Abbas Arbouqa, a "retired" wizard who settled in his native homeland of Bahgraihb after a prosperous career in adventuring at the behest of his wife, Esther. Abbas is a respected member of the Bahgraihbi community as his arcane experience is often called upon by the locals when the need arises. But generally, Abbas, and Esther, would like to do nothing better than spend their time in peace and away from local affairs.
- 3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Hussam is the eldest of three siblings; two brothers and a sister, all are still in their younger years, though the middle brother, Harith, had just started studying to be a bard, his younger bother and even younger sister, Haluk and Nousha respectively, are still studying their letters at the behest of their parents.
- 4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Most of the Arbouqa family can be found in Bahgraihb, but they are somewhat a small clan, as Hussam knows of only two directly related uncles; One in Bahgraihb, and one in Avalon city, most of Hussam's grandparents have passed on, with the exception of his father's mother who lives with his uncle.
Of his mother's side of the extended family, all he knows that he has an uncle and a number of aunts all over the world, but they tend to travel frequently and it's hard to keep in touch.
- 5) How did you get along with your family?
Hussam gets along well with his close family, making sure to correspond regularly with his parents in Bahgraihb whenever he can.
C: Education and Work
- 1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
For the past five years, Hussam's been studying as a wizard's apprentice at the Trevalis Academy near Avalon city on a scholarship.
- 2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
See previous.
- 3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Though he maintained good relations with the instructors at the academy, he never really stood out from the rest his colleagues in the way some prodigies do, though he grew more recognized as he gained seniority, especially by transmutation instructors when he began specializing in that school.
- 4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
The academy had many students, often coming from noble and wealthy backgrounds, as often as they would remind Hussam actually, besides those were a number of other students who were also attending on scholarships, with the latter he seemed to get along more and made a few friends amongst them. As he graduated, many of them went on to become instructors in the academy and he occasionally keeps contact with a few of them.
- 5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Literarcy is important to Hussam not only because of his arcane background, but also as a sort of a family tradition, as his father was the one who taught him and his siblings to read and write, placing great importance on the empowering value of literacy despite it's rarity in the world.
- 6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Hussam mainly focused on his studies during his time at the academy, finding no need to seek out another profession, when he graduated the option became viable, but Hussam instead opted for an adventuring life instead, after all, how hard could it be?
D: Friends
- 1) Who were your friends as a child? As an adolescent? As an adult?
Growing up, Hussam made many friends, eventually growing distant as life went on, his friends ranged from neighborhood kids to academy colleagues.
- 2) How many of these people are still alive? How many are you still friends with?
In all likelihood, all of them remain alive, though the passage of time has distanced most of his friendship, save but a few of his academy friends.
- 3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
His best friends is Adam, a fellow countryman also on a scholarship, though he was a spellcasting prodigy and far more talented, he was modest about his talent, but seemed to enjoy himself in his studies far more than possibly anyone at the academy, sometimes to absurd levels. Their most memorable moments was when working together on different projects and assignment, that and the one time they blew up the alchemy lab. As they graduated, Adam went on to become an instructor at the academy.
- 4) What do you look for in a friend?
Friendships occur naturally when two people get along; Hussam does not actively seek friends but rather let's friendships form with people he get along with, Hussam realizes that some friendships are stronger than others, but these need time to develop under the right circumstances.
- 5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Beyond the occasional silent crush on the prettier female students at the academy, Hussam came to believe in a similar philosophy to friendships regarding love; that love develops after a high level of trust and inter-dependence eventually develops between him and his prospective interest, thus he does not actively seek romance but believes that he will know the right person when the time comes.
E: Attitudes and Beliefs
- 1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Religion provides the basis of the moral code that everyone comes to follow, Hussam follows the god Thoth in acceptance and agreement with Thoth's dogma of accumulating knowledge and enlightenment that can best help others to live peacefully and well. Hussam is respectful towards other good deities and even most neutral deities, but abhors the evil and generally harmful deities of the pantheons.
Hussam finds himself to be in agreement of the basis of most good and neutral dogmas, but less so with how their followers sometimes seem to interpret them, finding the zeal and fanaticism to be troublesome even if not without merit,
- 2) Where do spirits of nature, the elements and the dead fit into these beliefs?
From his research in the Great Library, Hussam has learned many things commonly believed about these subjects, though he does not discount them, he believes that issue remains much of a mystery which can only be answered through undergoing death itself, even then the matter of undeath, spirit and elemental summoning continues to cloud the matter, so it warrants more research before a definitive answer can be reached to, if at all.
- 3) What gods, religions, or priesthoods will you have nothing to do with?
The evil dogmas that call for harm, oppression and destruction.
- 4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Hussam has a moral code not atypical of most others, but he realizes that extreme circumstances might drive one into the distasteful position of choosing the lesser between two evils, but generally that should be avoided if possible. He does have conservative views towards sexual interactions.
One thing that Hussam believes in, is the prospect of redemption of evil beings driven to evil by their circumstances, though he realizes that there are limits, even to this, he feels that one of the greater acts of goodness is to give a chance at redemption, whether it turns out successful or not in the end.
- 5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Unless given some severe circumstances, Hussam will try follow through on most things, that is to say that he realizes that there are times when it is impossible to continue on and abandon the task, but this is not done lightly.
- 6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Power and Wealth come and go, they are handy when available and should be used to full potential but they are not a goal in themselves. Fame is even more fickle, but can be useful as well. Honor as a motive can only be lost through the individual's actions; so long as one behaves as what he believed is an honorable manner, it is never lost.
Knowledge and Religion are far more dependable means than power, wealth and fame, preserving and acquiring them tend to be far more effective in helping and preserving what truly matters in life:Family, Friends and Love.
- 7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
The world of dreams are another interesting field for research, but sadly one can only research so much, thus while intriguing a field it seems, Hussam decided to leave it for others to research. But that doesn't stop him from looking up the odd occasional dream when he can.
- 8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is another aspect of life that requires research and has much potential for use for the betterment of people's life, Hussam understands that magic is only a tool used by many for differing motives, some sadly without even trying to understand the secrets behind their powers. Fearsome monsters are indeed creatures to be feared, understanding their nature is necessary to avoid harm from them, while the unknown is something that needs to explored but with caution and prudence.
F: Edges and Flaws
- 1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Hussam has gradually developed a talent as a wizard, but does not believe to be any different than any other wizard of the world and is quite average in fact. But believes that distinction is only brought upon when contrasted against others from a combination of features such as arcane preference, manner of dress, or even musical preference.
- 2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Though not claiming to be not without flaws, there are none that I would share at the moment.
- 3) Do you have any enemies? How much trouble do those conflicts cause you?
Discounting the odd "performance" rivalries in the academy, Having only just started to leave his mark on the world, Hussam has yet to make what can be considered an enemy.
G: Likes and Dislikes
- 1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Though not exactly a passion, the study of magic has always had a place in Hussam's heart and mind, but he seems to be favoring the school of Transmutation, fascinated by its ability to alter reality itself, beyond that, Hussam feels that he has no strong preferences towards most things.
2) What do you hate? How do you typically react to these hated things?
Hussam dislikes most things unpleasant, some more tolerable than others, but nothing stands to mind.
3) What do you fear? What is your worst nightmare?
Dying (but not death itself), of all things he fears, Hussam fears dying the most, even if he does realize that it's not necessarily the end of things, he still does not look forward to the day when it all ends unexpectedly.
H: Miscellaneous
- 1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Though Bahgraihb was a melting point for many creatures, Hussam's first true encounter with a nonhuman monster was at the academy, but to be more precise at Trevalis Town, known as a haven for orcs, kobolds, and other undesirables who come into town to party with the students.
They were a wild bunch; Hussam was occasionally a "victim" of their wild antics, but they seemed to enjoy themselves, Hussam for his part kept contact to a cordial distance, which was returned in kind, for the most part at least.
- 2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
The first use of magic occurred under the instruction of his father, who had been training him in the fundamentals and basics, Hussam had been looking forward and studying hard to the moment for a long time before casting his first cantrip; Prestidigitation.
- 3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
Originally a gift from his uncle, the Hawk, Horus -as named by said uncle- became Hussam's familiar even since before he attended the academy, Horus has been a constant companion ever since, when Horus is not out hunting, he serves as a good listener to Hussam's occasional ramble or dilemma, though Hussam suspects that the hawk doesn't understand half of it, he appreciates the gesture.
- 4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Hussam does not posses anything unusual.
- 5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Hussam grew up in the Sultanate of Bahgraihb in Crescent, learning his letters from his father, a notable "retired" wizard. Originally, Hussam wanted to become a magistrate, but the Sultanate's small and streamlined administration meant that there were little openings for such a position, so Hussam went on to study magic under his father and became competent in the craft. So much that he applied for and received a scholarship to continue his studies at Trevalis Academy near Avalon city, though he suspected that his father's previous "career" may have helped his application, something denied but not too vehemently by his father.
After five years of magical study, specializing in the arcane school of Transmutation, Hussam graduated from the academy as a fully fledged wizard and opted to follow in his father's adventuring footsteps, if only to seek out the mysteries of the world, though amassing wealth and retiring to Bahgraihb would not be too bad as well.