Minab-ibn-Idris Ghamid

Wizard

The Seven Section NPC

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 a teenage accident he has never explained to anyone. Foul temper.

Followers & Cohorts:


Adventure Hooks:

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.

Vital Statistics

Minab-ibn-Idris Ghamid, Male Human Sor13: CR 13; Medium Humanoid ; HD 13d4+13(Sorcerer) ; hp 47; Init +4; Spd 30; AC:14 (Flatfooted:14 Touch:14); Atk +6/1 base melee, +6/1 base ranged; +9/4 (1d8+3, +3 Crossbow, light); +7/2 (1d4, Dagger, Masterwork); +6/1 (1d4, Dagger, silvered); +6 (1d3, Unarmed); AL CN; SV Fort +5, Ref +4, Will +10; STR 10, DEX 11, CON 12, INT 14, WIS 11, CHA 17.
Skills: Handle Animal +8, Knowledge (Arcana) +16, Knowledge (Desert) +7, Knowledge (Emirate Society) +5, Knowledge (Navigation) +3, Knowledge (Streetwise) +3, Knowledge (Undead) +3, Knowledge (Underworld Contacts) +3, Profession (Astrologer) +2, Ride +4, Spellcraft +4, Wilderness Lore +4.
Feats: Combat Casting, Improved Initiative, Iron Will, Leadership, Run, Simple Weapon Proficiency, Track.
Spells Known (Sor 6/7/7/7/6/6/4): 0 -- Arcane Mark, Detect Magic, Disrupt Undead, Light, Mage Hand, Open/Close, Ray of Frost, Read Magic, Resistance; 1st -- Comprehend Languages, Lesser Acid Orb, Low-Light Vision, Magic Missile, Spider Climb; 2nd -- Bull`s Strength, Cat`s Grace, Invisibility, Melf`s Acid Arrow, See Invisibility; 3rd -- Halt Undead, Hold Person, Lightning Bolt, Sound Lance; 4th -- Arcane Eye, Minor Globe of Invulnerability, Phantasmal Killer, Polymorph Self; 5th -- Contact Other Plane, Permanency, Teleport; 6th -- Disintegrate, Legend Lore.
Possessions: Weapons: +3 Crossbow, light (18,335 gp); Bolt, Silvered (1 gp); Bolt, Silvered (1 gp); Bolt, Silvered (1 gp); Bolt, Silvered (1 gp); Bolt, Silvered (1 gp); Bolts, crossbow (5), Masterwork (35 gp); Dagger, Masterwork (302 gp); Dagger, silvered (10 gp).
Goods: Coin: gp (28393) (28,393 gp); Arcane library (10,000 gp); Arcane lab (500 gp); Spellbook, wizard`s (15 gp); Scholar`s outfit (5 gp).
Magic: Ring: Protection +4 (32,000 gp); Ring: Memory (7,500 gp); Potion: Protection from Elements (6) (900 gp); Wondrous: Figurine of wondrous power (bronze griffon) (10,000 gp); Scroll: Knock (4), Project Image (12) (2,000 gp).

Silent Hunter, Animal, Hawk : CR 1/3; Tiny Animal ; HD 13d8 ( Animal) ; hp 23; Init + 3; Spd 10, Fly, Average 60; AC 22; Atk + 6 base melee, + 11 base ranged; +11 ( 1d4-2, Claws ); AL N; SV Fort + 4, Ref + 7, Will + 10; STR 6, DEX 17, CON 10, INT 12, WIS 14, CHA 6.
Skills: Hide +11, Listen +6, Ride +4, Spot +6, Wilderness Lore +4.
Feats: Weapon Finesse: Claws.

Full Character Sheet