Minab-ibn-Idris GhamidNPC
CHARACTER BIO
Minab-ibn-Idris Ghamid is a 42 year old, Medium sized, Male Human, with dark brown eyes and black hair. He stands 6' 10" tall and weighs 204 pounds. His world view is Chaotic Neutral in nature, and is currently a worshipper of Pflarr

CHARACTER LEVELCLASSES and LEVELS
13Sorcerer 13

CURRENT EXPERIENCENEXT LEVEL ATNEEDED TO MAKE LEVELEXPERIENCE GAINED IN PLAY
78,00091,00013,000


HP
TRACK

NON
LETHAL

AC
TRACK



ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
10
+0


DEX
11
+0


CON
12
+1


INT
14
+2


WIS
11
+0


CHA
17
+3


TOTAL HIT DIE TYPE DAMAGE
REDUCTION
MOVEMENT TYPES and RATES
HP
POINTS
4713d4
SPEED
MOVE
30
AC
ARMOR
141414=10+0+0+0+0+0+4




NORMAL FLAT
FOOTED
TOUCH
AC
BASE ARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
% SPELL
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST
TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
FORTITUDE
CON
+5=4+1+0+0+ + 
REFLEX
DEX
+4=4+0+0+0+ 
WILL
WIS
+10=8+0+0+2+ 
BASE ATTACK
+6/1
INITIATIVE
MODIFIER
+4=0+4
TOTAL DEX MOD MISC
GRAPPLE
ATTACK BONUS
+6=6+0
+0
+0
+
MELEE
ATTACK BONUS
+6/1=6+0
+0
+0
+
RANGED
ATTACK BONUS
+6/1=6
+0
+0
+0
+
TOTAL BASE
ATTACK
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMP
MODIFIER

Weapons (SIZE/DMG TYPE)

Attack
Bonus

Damage

Critical

Lbs

I2

+3 Crossbow, light (S/P)

1d8+3

19-20/x2

6



0 – 79 ft

80 – 159 ft

160 – 239 ft

240 – 319 ft

320 – 399 ft

9/4

7/2

5/0

3/-2

1/-4

400 – 479 ft

480 – 559 ft

560 – 639 ft

640 – 719 ft

720 – 799 ft

-1/-6

-3/-8

-5/-10

-7/-12

-9/-14



I

Dagger, Masterwork (T/P)

7/2

1d4

19-20/x2

1



I

Dagger, silvered (T/P)

6/1

1d4

19-20/x2

1



I

Unarmed (T/B)

6/1

1d3

x2



I — Main hand (Primary)w — Off hand (Secondary)I2 — Two-handed

SKILLSMAX RANKS 16/8

NAME (KEY ABILITY)TOT
RNK
ABL
MSC
w
Appraise (Int)2 =
+2
w
Balance (Dex)*0 =
+0
w
Bluff (Cha)3 =
+3
w
Climb (Str)*0 =
+0
w
Concentration (Con)1 =
+1
w
Diplomacy (Cha)3 =
+3
w
Disguise (Cha)3 =
+3
w
Escape Artist (Dex)*0 =
+0
w
Forgery (Int)2 =
+2
w
Gather Information (Cha)3 =
+3

Handle Animal (Cha)8 =5+3
w
Heal (Wis)0 =
+0
w
Hide (Dex)*0 =
+0
w
Intimidate (Cha)3 =
+3
w
Jump (Str)*0 =
+0

Knowledge (Int)3 =
+2+1

Knowledge–Arcana (Int)16 =14+2

Knowledge–Desert (Int)7 =5+2

Knowledge–Emirate Society (Int)5 =3+2

Knowledge–Navigation (Int)3 =1+2

Knowledge–Streetwise (Int)3 =1+2

Knowledge–Undead (Int)3 =1+2

Knowledge–Underworld Contacts (Int)3 =1+2
w
Listen (Wis)0 =
+0
w
Literacy ()0 =
+0
w
Move Silently (Dex)*0 =
+0
w
Perform (Cha)3 =
+3

Profession–Astrologer (Wis)2 =2+0
w
Remote View (Int)2 =
+2
w
Ride (Dex)4 =2+0+2
w
Scry (Int)2 =
+2
w
Search (Int)2 =
+2
w
Sense Motive (Wis)0 =
+0

Spellcraft (Int)4 =2+2
w
Spot (Wis)0 =
+0
w
Swim (Str)**-2 =
+02
w
Use Rope (Dex)0 =
+0
w
Wilderness Lore (Wis)4 =4+0

w Can be used untrained * Armor Check penalty** -1 per 5 lbs gear

Equipment Description

Value
Each

Qty

Lbs

Equipment Description

Value
Each

Qty

Lbs

yArcane lab500 g1(40)°Dagger, silvered10 g11
yArcane library10,000 g1(600)¬Figurine of wondrous power (bronze griffon)10,000 g1
yCoin: gp (28393)28,393 g1(567.9)
yScholar`s outfit5 g1(6)
ySpellbook, wizard`s15 g13
6Potion of Protection from Elements (CL6)900 g1
¡Ring of Memory7,500 g1
¡Ring of Protection +432,000 g1
bScroll of Knock (CL4), Project Image (12)2,000 g1
°+3 Crossbow, light18,335 g16
°Bolt, Silvered1 g5
°Bolts, crossbow (5), Masterwork35 g1
°Dagger, Masterwork302 g11

Carried Weight

12 lbs

1-33

34-66

67-100

100

200

500

Light

Medium

Heavy

Over
Head

Off
Grnd

Push
Drag

u Armour² Gem|Arty Goods6 Potion¡ Ringd Rod
b Scrollv Shieldf Staff! Wand° Weapon¬ Wondrous


Feats

Armor
Light

Armor
Medium

Armor
Heavy

Weapon
Simple

Weapon
Martial

Shield


Proficient

Combat Casting — You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (PH80).

Improved Initiative — You can react more quickly than normal in a fight. You get a +4 bonus on initiative checks (PH83).

Iron Will — You have a stronger will than normal. +2 bonus to all Will saves (PH83).

Leadership — You attract loyal companions, devoted followers, and subordinates who assist you. (PH83).

Run — Run five times your normal speed instead of four times. Increase running jump by one-quarter (PH84).

Track — You can follow the trails of creatures across most types of terrain with a Wilderness Lore check (PH85).


Protective Items

Bonuses
Provided

Lbs

Ring of Protection +4

Deflection +4

The wearer receives a +4 deflection bonus to AC (DMG194).

Ring of Memory

Luck +1

Wearer can instantly relearn any one spell cast the previous round. Also convays a +1 bonus to all Knowledge checks.

Figurine of wondrous power (bronze griffon)

A figurine that grows to full size and obeys the user. Can be used twice a week for up to six hours per use (DMG216).




Class Features

Sorcerer

Spells

Summon Familiar


Languages

Common, Draconic


Coins

New Coins
Gained in Play

0 cp 
0 sp  
28,393 gp  
0 pp  
28,393 gp Total gp equivilent (approximate)



Animal (size/race)

Str

Dex

Con

Int

Wis

Chr

For

Ref

Wil

Init

Silent Hunter (T/Hawk)

6

17

10

12

14

6

+4

+7

+10

+3

Align

Speeds

AC-Base

AC-Flat

AC-Tch

Hit Die

HP

CN

10; Fly 60 (Average)

29

26

15

13d8

23

Attack

Attack Bonus

Damage

Crit

Claws

+11

1d4-2

20/x2

Features: Empathic Link, Share Spells, Improved Evasion, Alertness, Touch, Speak with Master, Speak with Animals of its Type, Spell Resistance, Scry on Familiar

Feats: Weapon Finesse: Claws

Skills: Wilderness Lore +4, Ride +4, Spot +6, Listen +6



SORCERER SPELLS

LEVELS0123456789
Known:9554432
Per Day:6777664

6th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Disintegrate
V,S,M/DF19
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Fortitude partial

School of Transmutation / Makes one creature or object vanish (PH195).

Legend Lore
V,S,M,F19
Special
0
Personal
Special


School of Divination / Learn tales about a person, place, or thing (PH219).
5th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Contact Other Plane
V18
-
10 Minutes
Personal
Concentration


School of Divination / Ask question of extraplanar entity (PH187).

Permanency
V,S,XP18
Harmless
2 Rounds
Special
Permanent
None

School of Universal / Makes certain spells permanent; costs XP (PH234).

Teleport
V18
Special
1 Action
Touch
Instantaneous
Special

School of Transmutation / Instantly transports you anywhere (PH264).
4th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Arcane Eye
V,S,M17
No
10 Minutes
Unlimited
1 minute/level
None

School of Divination / Invisible floating eye moves 30 ft. /round (PH175).

Minor Globe of Invulnerability
V,S,M17
No
1 Action
10 ft.
1 round/level
None

School of Abjuration / Stops 1st- through 3rd-level spell effects (PH228).

Phantasmal Killer
V,S17
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Special

School of Illusion / Fearsome illusion kills subject or deals 3d6 damage (PH235).

Polymorph Self
V17
-
1 Action
Personal
1 hour/level


School of Transmutation / You assume a new form (PH237).
3rd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Halt Undead
V,S,M16
Yes
1 Action
100 ft.+10 ft./level
1 round/level
Special

School of Necromancy / Immobilizes undead for 1 round/level (PH212).

Hold Person
V,S,F/DF16
Yes
1 Action
100 ft.+10 ft./level
1 round/level
Will negates

School of Enchantment / Holds one person helpless; 1 round/level (PH214).

Lightning Bolt
V,S,M16
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Reflex half

School of Evocation / Electricity deals 1d6 damage/level (PH222).

Sound Lance
V,S16
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Fortitude half

School of Evocation / Sonic energy deals 1d6/level damage (SS70)
2nd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Bull`s Strength
V,S,M/DF15
Harmless
1 Action
Touch
1 hour/level
Will negates

School of Transmutation / Subject gains 1d4+1 Str for 1 hr. /level (PH181).

Cat`s Grace
V,S,M15
Yes
1 Action
Touch
1 hour/level
Will negates

School of Transmutation / Subject gains 1d4+1 Dex for 1 hr. /level (PH182).

Invisibility
V,S,M/DF15
Special
1 Action
Touch
10 minutes/level
Special

School of Illusion / Subject is invisible for 10 min. /level or until it attacks (PH217).

Melf`s Acid Arrow
V,S,M,F15
Yes
1 Action
400 ft.+40 ft./level
1 round +1 round/3 levels
None

School of Conjuration / Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels (PH227).

See Invisibility
V,S,M15
Yes
1 Action
100 ft.+10 ft./level
10 minutes/level
None

School of Divination / Reveals invisible creatures or objects (PH248).
1st LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Comprehend Languages
V,S,M/DF14
-
1 Action
Personal
10 minutes/level


School of Divination / Understand all spoken and written languages (PH186).

Lesser Acid Orb
V,S14
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Fortitude half

School of Evocation / One orb (+ one orb/two levels above 1st) shoots from your palm at its target, dealing 1d8 points of damage. (T&B92)

Low-Light Vision
V,S14
Harmless
1 Action
Touch
1 hour/level
None

School of Transmutation / The target gains low-light vision. (UE51)

Magic Missile
V,S14
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Evocation / 1d4+1 damage; +1 missile/two levels above 1st (max +5) (PH224).

Spider Climb
V,S,M14
Harmless
1 Action
Touch
10 minutes/level
Will negates

School of Transmutation / Grants ability to walk on walls and ceilings (PH255).
0 LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Arcane Mark
V,S13
No
1 Action
Touch
Permanent
None

School of Universal / Inscribes a personal rune (visible or invisible) (PH176).

Detect Magic
V,S13
No
1 Action
60 ft.
Concentration, up to 1 minute/level
None

School of Universal / Detects spells and magic items within 60 ft (PH193).

Disrupt Undead
V,S13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Necromancy / Deals 1d6 damage to one undead (PH197).

Light
V,M/DF13
No
1 Action
Touch
10 minutes/level
None

School of Evocation / Object shines like a torch (PH222).

Mage Hand
V,S13
No
1 Action
25 ft.+5 ft./2 levels
Concentration
None

School of Transmutation / 5-pound telekinesis (PH223).

Open/Close
V,S,F13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Will negates

School of Transmutation / Opens or closes small or light things (PH233).

Ray of Frost
V,S13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Conjuration / Ray deals 1d3 cold damage (PH243).

Read Magic
V,S,F13
-
1 Action
Personal
10 minutes/level


School of Universal / Read scrolls and spellbooks (PH243).

Resistance
V,S,M/DF13
Harmless
1 Action
Touch
1 minute
Will negates

School of Abjuration / Subject gains +1 on saving throws (PH245).

Description

Average in height but stocky, Minab’s most distinguishing feature are the hideous scars that are only partially hidden by his flowing beard and moustache. He dresses in colourful flowing robes and turban that befits his occupation.


Personal History

Minab is a sorcerer living in of Deraan, a town in northern Ylaruam, working as an astronomer. He served Sheik of Deraan for a time in his battles against the mountain trolls, before becoming involved in more nefarious activities in the search for thrills and excitement. He was brought up by his grandparents after his parents died when he was five.


Campaign Notes

For Low Level PCs (Levels 1-6)

PCs may visit Minab for advice on astronomy or arcane matters. He will seem to be a gruff, slightly unpleasant man but knowledgeable. He may hire a group of low level PCs to retrieve some of his grandfather’s wealth that he has discovered by searching through some of his old letters.

For Medium Level PCs (Levels 7-14)

The PCs are hired by a rich sheik that has had a premonition that his treasury will be raided by Minab and his men. The PCs have to protect the treasury and perhaps track Minab’s men back to his lair.

For High Level PCs (Levels 15-20)

Minab’s criminal contacts and associates have been hunted down and killed. The local authorities have not been able to find the culprits and so Minab has contacted the PCs to track down who has been carrying out the murders, in doing so the PCs now also become targets for the assassins.

Followers & Cohorts:

1 10th level Human Ranger (CN)

1 5th level Half-Elf Sorcerer (NE)

1 4th level Human Rogue (CG)

1 3rd level High-Elf Cleric (NE)

1 3rd level Half-Elf Sorcerer (CG)

1 2nd level Human Sorcerers (CN)

1 2nd level Human Sorcerers (NE)

1 2nd level Hal-Elf Rogues (CN)

1 2nd level Goblin Rogue (CE)

15 1st level Rogues

20 1st level Sorcerers

5 1st level Fighters


Miscellaneous Notes

Occupation & History:

Minab is a sorcerer living in of Deraan, a town in northern Ylaruam, working as an astronomer. He served Sheik of Deraan for a time in his battles against the mountain trolls, before becoming involved in more nefarious activities in the search for thrills and excitement. He was brought up by his grandparents after his parents died when he was five.

Physical Description:

Average in height but stocky, Minab’s most distinguishing feature are the hideous scars that are only partially hidden by his flowing beard and moustache. He dresses in colourful flowing robes and turban that befits his occupation.

Attributes & Skills:

Minab is skilled in navigating by the stars, useful in the featureless desert plains south of Deraan as well as the maze like canyons of the mountains to the north and northwest. He can be rude and suspicious but knows how to turn on the charm when he needs to.

Values & Motivations:

Minab values his family, especially his grandfather highly as do most tribal folk. Since discovering a document detailing his grandfather’s history as a smuggler and petty criminal he has started to have the same need for thrills and excitement. Oddly he too suffered a bad injury to his face but was left barely able to speak.

Interactions with Others:

Minab has become dependant on some of his staff as he takes more and more risks. With others, his emotional nature makes him seem rude and suspicious of their motives. With those he trusts he can be generous.

Useful Knowledge:

He knows the location of a major lizardfolk shrine in the mountains north of Deraan. Shown the location as a chilled by a young lizardfolk he was astonished by serried ranks of armoured undead lizardfolk in a chamber below the partially buried shrine. He is unlikely to reveal this information to anyone else. He does however make regular, secret visits to the shrine to collect magical components and explore with his henchmen, none of which know of the secret chamber.

He has a stronghold in the mountains NW of Deraan where his treasury is as well as his followers are based. Currently he has around fifty, mainly low level rogues and sorcerers with a few at a higher level acting as teachers. While he is not there it is led by his second in command, a 10th level human ranger.

Distinguishing Feature:

The puckered flesh that can be seen on his face from an teenage accident he has never explained to anyone. Foul temper.