Fazaam Al-Nak'Bar's page

256 posts. Alias of Ragadolf.

Full Name

"Fazaam" bin Rayed bin Taimur Al-Nak'Bar (Born Fahim bin Rayed bin Taimur Al-Nak'Bar)


Noble Elf


Spellcaster 1






Currently-Conscripted 'sailor' for a bunch of 'Gentlemen Corsairs' IE=PIRATE

About Fazaam Al-Nak'Bar

Class:Spellcaster Lvl 1
Next Level:1000



Male, Noble Elf (Medium)
Alignment: CG

Noble Elf Stats: +2 Dex, -2 Con, +2 Int, -2 Str
STR: 10 (+0)
DEX: 16 (+3)
CON: 12 (+1)
INT: 18 (+4)
WIS: 10 (+0)
CHA: 12 (+1)



Appraise: (Int) +4
Balance: (Dex) +3
Bluff: (C)(Cha) +5 = 1 + [4r]
Climb: (Str) +3 = 0 + [+3 bonus from Familiar]
Concentration: (C)(Con) +5 = 1 + [4r]
Craft: (INT) +4
Decipher Script: (INT) +4
Diplomacy: (CHA) +1
Disable Device: (Dex) +3
Escape Artist: (Dex) +3
Forgery: (Int) +4
Gather Information: (Cha) +1
Handle Animal: X
Heal: (Wis) +0
Hide: (Dex) +3
Intimidate: (Cha) +1
Jump: (Str) +0
Knowledge (Arcana):(C)(Int) +8 = 4 + [4r]
Knowledge (Planes):(C)(Int) +5 = 4 + [1r]
Knowledge (Nature):(C)(Int) +5 = 4 + [1r]
Listen: (Wis) +2 = 0 + [+2rb]
Open Lock X
Perform: (Cha) +1
Profession(Sailor):(C)(Int) +6 = 4 + [2r]
Ride: (Dex) +3
Search: (Int) +6 = 4 + [+2rb]
Sense Motive: (Wis) +0
Slight of Hand: (Dex) +3
Spellcraft: (C)(Int) +8 = 4 + [4r]
Spot: (Wis) +2 = 0 + [+2rb]
Survival: (Wis) +0
Swim: (Str) +0
Tumble: (C)(Dex) +7 = 3 + [4r]
Use Rope: (Dex) +3

1st level: 24 skill points, Max ranks 4/2
2nd level: +6 Skill points, Max ranks 5/2-1/2
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
C=Class Skill
cc=cross class
F= Affected by Feat
s=Synergy bonus
rb=+2 racial bonus on Listen, Search, and Spot checks.



1st level: 2 (1 character & 1 class)
-Weapon Finesse: Use dex bonus to hit with light weapons instead of str
-Familiar: Gain familiar as a sorcerer (Capuchin Monkey)
-Alertness: +2 to Spot & Listen (Bonus from Familiar, only when Familiar is within 5')



Common, Elvish, Draconic, Sylvan, Gnome, Orc



AC: 13; Touch AC: 13; Flat Footed: 10;
(17/13/14 w/+4 Mage Armor)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
(+3 Dodge bonus to AC w/ 5 ranks in Tumble)
*+4 Dodge bonus to AC when using the Total Defense Standard Action
(+6 Dodge bonus to AC w/ 5 ranks in Tumble)

Current HP: 5
BAB: +0
Initiative: +3
Speed: 30'

Fort: +1 (+0, +1 Con)
Ref: +3 (+0, +3 Dex)
Will: +1 (+1, +0 Wis)
*+2 racial saving throw bonus against enchantment spells or effects

Rapier: +3 (Dmg:1d6 18-20/×2, 2 lb., Piercing)(20GP)
Short Bow: +3 (Dmg:1d6, ×3, 60 ft., 2 lb., Piercing) (30GP)
ShortSpear: +0/+3 Thrown (Dmg:1d6, ×2, 20 ft., 3 lb., Piercing)(1GP)
Jambiyah (Curved Dagger): +3/+3 thrown (Dmg:1d4, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing) (2GP)

Elf Stats


Noble Elf = Grey Elf from SRD
* +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Strength
* Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
* Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the Scimitar, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
* Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. (Spellcaster counts as Wizard)

Spellcaster Magic Info:


Caster Level: 1

Spells per day:(Includes Bonus spells, 1 each lvls 1-4):
0= 4; 1= 3;

Spells Used: 0= 1=

Spells Known: (Includes Bonus Spells, 1 each lvls 1-4) (Bonus spells ONLY used for 'Air' themed spells, by choice for character)
0= 4; 1= 3;
0- Read Magic (Free), Ray of frost (Air), Prestidigitation, Guidance, Fleeting Fame, Daze
1- Mage Armor, Updraft, Magic Missile,

Save DC's for spells cast: 0= 14; 1= 15;

SpellCaster Generic Class Info:


Hit Dice- d4
Base Save Bonuses- One good save (Will) and two poor saves.
Class Skills- Choose any four skills as class skills, (Bluff, Concentration, Spellcraft, Tumbling) plus Craft, Knowledge (all), and Profession.
Skill Points- 2 + Int modifier (four times this number at 1st level).
Weapon and Armor Proficiency- One simple weapon; no armor.
Bonus Feats- The spellcaster gets one bonus feat at 1st level, one at 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
A spellcaster learns and casts spells as a sorcerer. She may select her spells known from the cleric, druid, and sorcerer/wizard spell lists.

A spellcaster must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane spellcaster may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's-saving throws. A divine spellcaster must use Wisdom to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws.
Multiclassing- A character can multiclass between arcane spellcaster and divine spellcaster.

Spellbook (Spells listed here for easy reference)


Read Magic
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Fleeting Fame
(DR326 p73)
Level: Clr:0, Drd:0
Components: VS,
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Until discharged (up to 1rnd/lvl)
Saving Throw: None (Harmless)
Spell Resistance: No

Caster receives a +2 bonus on the next Bluff, Diplomacy, or Intimidate check.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. (Dazed creature can take no actions, but suffers no penalty to AC.)
Material Component-A pinch of wool or similar substance.

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus- A piece of cured leather.

(Spell Compendium)
Conjuration (Creation)[Air]
Level: Cleric 1, Druid 1
Components: V,S,M
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

Detritus and loose debris on the ground beneath you begin to spin about, caught in a small vortex. The vortex quickly coalesces into a column of dirty, grey-brown air thick enough to hold you aloft.

Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back to the ground. At any point during your descent, you can move up to 5 feet laterally per level.

Material Component A miniature propeller or windmill.

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.
2 HD or less= The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD= The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD= The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Material Component= A pinch each of powder or sand that is colored red, yellow, and blue.



Weapons: Listed above, plus 20 arrows for shortbow, Silvered Jambiyah (Curved Dagger-4GP),

Gear: Backpack, Bedroll, Blanket, Traveler's Clothes (Includes pantaloons, loose shirt, sash/belt, Heavy boots, wide-brimmed hat w/ feather and hooded cloak), 50' hemp rope, grappling hook, waterskin, 7 days trail rations (Sea Rations/Hardtack), 6 candles, flint/steel, 6 sheets parchment, 2 charcoal sticks, 5 pieces Chalk, Sack(Empty),

2 Sunrods, 1 Acid(Flask), 2 Tindertwigs, wolfsbane(1 sprig), 1 vial Holy Water, Hooded Lantern, 3 flasks oil, Whetstone, 2 torches,

Belt pouch, 1 Caltrops bag,
Spell Component Pouch, Wooden Holy Symbol, (Both worn on sash/belt)

Magic Items:
1 potion CLW


Familiar: 'Hasan' Capuchin Monkey


'Hasan' is Arabic for 'Handsome'
Tiny Animal (Magic creature)
Hit Dice: 1 (Masters' level)
HP: 3 (1/2 of Masters' HP)
Initiative: +2
Speed: 30', Climb 30'
Armor Class: 15 (+2 size, +2 Dex, +1 Familiar bonus) Touch: 15, Flat Footed: 13
Base Attack/Grapple: +0/-12
Attack: Bite, +4 Melee (1d3-4)
Full Attack: Bite, +4 Melee (1d3-4)
Space/Reach: 2-1/2'/0'
Special Attacks: Masters' spells
Special Qualities: Low-Light Vision, Share Spells, Empathic Link,
Saves: Fort +2, Ref +4, Will +1 (Own or Masters', whichever is better)
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +10, Listen +5, Spot +5, Search +1, Disable Device +1, Open Lock +3, Slight of Hand +3
Feats: Weapon Finesse, Alertness, Improved Evasion,

Bold= Changes due to being a familiar
-Grants master a +3 bonus to Climb

Skills: Monkeys have a +8 racial bonus to Balance & Climb checks. (Included), They can always choose to take 10 on climb checks, even if rushed or threatened. They use their Dex modifier instead of their Str modifier on climb checks.
-Familiars use their own or Masters' skill ranks, whichever is greater, with their own stat bonuses.
-This monkey was being trained by a thief to help in his work, and has 1 rank each in Search, Disable Device, Open Lock, & Slight of Hand.

Appearance & Mannerisms


5'4" Tall, 115 lbs, golden hair, amber eyes, 110 years old

'Fazaam' is tall, for an elf, and displays most of his races' typical physical characteristics. His personality is a combination of typical elvish superiority, with a strong streak of independence and youthful exuberance and disdain for authority common in all races.

In his current situation, he is usually dressed in a loose flowing shirt and pantaloons common in Islands area, with a vest and knee-high boots. On board a ship he usually loses the shirt and boots, but keeps the vest and either wears soft shoes or goes barefoot. His hair is long, past his shoulders, the bangs and sides usually worn in a partial ponytail to keep it out of his face. He wears a small hoop of a golden earing in his left ear.

He is almost always accompanied by a small Capuchin monkey that appears to be a (usually) well behaved trained monkey with a small red vest.

While he is not the most beautiful example of his race, he is extremely charming when he puts his mind to it. He enjoys flirting with women of (almost) any race, finding as much to compliment in a halfling or a dwarf as a human or an elf. While he is probably not the lady-killer he thinks he is, He is far closer than others give him credit for.

He acts as one would expect of a young and daring rake, carousing and partying, freely wooing women, loudly declaring his own abilities and adventures. He is quick to take up a challenge, though recently he has learned that he is not invincible, and has started to be more cunning in his approach to combat.

In Combat he enjoys taunting his opponents, insulting them in a running dialog, and using their anger against them as he dances away from their attacks. He prefers to use his rapier in melee, frustrating his opponents attacks with ample use of defensive fighting, waiting to attack until he has successfully 'feinted' his opponent to give him a better chance to hit. He also makes use of his magical abilities in ways that catch most people (who think they fighting a mere blade swinger) by surprise.



Fazaam (an elvish version of 'Fatin' which means 'Charming, Seductive, or Fascinating') is a name he recently assumed. He was born Fahim bin Rayed bin Taimur Al-Nak'Bar. 'Fahim' means Intelligent, or scholar. (His parents had high expectations for him.) 'bin' means 'son of', 'Rayed' and 'Taimur' are the names of his father and grandfather, and Al-Nak'Bar is the family name.

The Al-Nak'Bar's are an old and honorable elvish house, which is famous for the number of powerful wizards and sorcerers it has produced over the centuries. It is rumored that the family founders made a pact of some sort with a powerful Djinni, who granted them a powerful artifact which gives the family its powerful abilities. The truth is far easier to believe.

The early founders were indeed Sha'iar's, making deals with Djinn of all types. But one of them fell in love with the Djinni he had bound, and the families' ability to produce powerful magic users is a direct result. Fazaam is but the latest product of this line. (The Djinni did leave the family a powerful, possibly artifact-level item, but it is carefully guarded by the family, as if protecting it from someone,... or something.)

The Al-Nak'Bar family is one of the founding families of Bidikah, the capitol city of the Island of Vinngor. When Fazaam was born, his parents were excited because they thought he fulfilled a prophecy that speaks of one the 'Sons of Nak'Bar' becoming a powerful sorcerer and defeating an ancient evil. (To Fazaam's knowledge, there are at least 5 others of his family, including cousins, who could easily fulfill the same prophecy better than he.)

His parents began to educate him in the mystic arts as soon as he showed the slightest talent for it. And his personal talent was unmistakable. But while his fellow students were learning to love magic and enjoy it's use, Fazaam was being drilled relentlessly in it's power and how to magnify it. He naturally rebelled.

His rebellious spirit was fanned by another source. When he was young he made friends with the growing city's human youths. He used to sneak out and join them in the evenings, and listen to their parents tell stories of great heroes, like 'Musaan the Mighty', Hero of the seas, and 'Abdul Annourach', the great Arch-Mage and his fantastic monstrous golems. He was hooked. When his quicker aging playmates grew up, he continued to play with their children, and to sneak out almost every night to listen to the stories again & again. It is to his credit that he was not caught at this for almost 30 years.

When he was caught, he was chastised for being 'inconsiderate to his instructors' and 'inattentive in his studies', while his fellow students were lauded for their ingenuity and creativity for similar stunts. His resentment grew.

Eventually, when he was considered 'of age' and yet still restricted to his studies like a child, he up and left. He took enough money to get by for a while, left a note saying not to worry, and left. When his parents found out his father was furious, but his mother restrained him from doing anything,... rash. So while he is 'gone traveling' as far as most everyone else is concerned, his parents are quietly searching for him. In order to keep it quiet to avoid family embarrassment, they are having trouble locating him. It seems that his natural abilities make him resistant to casual scrying, and a sufficiently powerful detection spell would be easily observed and give the gig away.

Fortunately, early in his travels he met a 1/2 sea elf named Garyn who was training to become a protector of the seas, and they became friends. Well, they became friends after the other got over the fact that this 'newcomer, showoff land-elf' was dating his sister. Since then theirs has developed from a cautious partnership into a team whose exploits, (Or at least the tales of them,) outstrip their actual abilities.

The tales of their derring-do, told near & far and only slightly exaggerated with each telling, gathered the attention of some unusually clever Corsairs. These 'gentlemen of the sea', led by the Sea Witch Zarea, (who ultimately answer to Zarea's mother, the legendary Sea Hag Venimati), then made the dynamic duo an 'offer they couldn't refuse'. They would 'guarantee the safety' of the Garyn's sister Temusa, (Fazaam's favorite flame, currently held prisoner on board the 'Sea Harem'), in exchange for the team's joining the crew of her ship. So far they have found no way to quit themselves of the corsair's partnership, though they have many ideas ranging from burning the ship and everyone onboard, to marooning the crew on a remote island and keeping the ship.

In the past 6 months they have participated grudgingly, but refused to kill for the corsairs, (except in self defense, which has come up a few times). In the meantime Fazaam has taken the opportunity to learn what he can of sailing and swordplay, and now sees himself more than ever as a hero of the tales he grew up on.

During this time Fazaam has also rescued a trained monkey from a cruel owner, the barbaric Dursir, second mate onboard the 'Sea Harem', no doubt making a life-long enemy in the process. And in caring for it, his natural mystical affinity caused it to bond with him as his familiar. This was as surprising for Fazaam as it was for the newly-intelligent monkey. And yet another proof to Fazaam that he cannot escape his natural calling and abilities.