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About Mus'ad NadeemMus'ad Nadeem
Current influences:
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-Holding Spells: (Fetched by Zephyr, can hold for 1 hour) -1st: Color Spray, Magic Missile, Sleep -0lvl: Prestidigitation, Detect Magic, Resistance (X2) -Cast 'Sleep' on two pugwampis, rnd 1 -Cast 'MM' on Baboon -Healed to full by Farasha (MAx:5) Stats:
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Str: 10 (0) Dex: 15 (+2) Con: 13 (+1) Int: 14 (+2) Wis: 12 (+1) Cha: 16 (+3) Skills:
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Acrobatics: (Dex)(cc) Y + Appraise: (Int)(C) Y + Bluff: (Cha)(C) Y +4 = (3 + [1r]) Climb: (Str)(cc) Y + Concentration: (Con)(C) Y +5 = (1 + [4r]) Craft: (Alchemy) (Int)(C) Y + (2, [r]) Diplomacy: (Cha)(C) Y +12 = (3 + [4r] +2rb +3F) Disable Device: (Int)(cc) N + Disguise: (Cha)(cc) Y + Escape Artist: (Dex)(cc) Y + Gather Information: (Cha) (C) Y +5 = (3 + [0r] +2rb) Handle Animal: (Cha)(cc) N + Heal: (Wis)(cc) Y + Intimidate: (Cha)(cc) Y + Knowledge (Arcana):(C)(Int) Y +6 = (2 + [4r]) Knowledge (Planes):(C)(Int) Y +6 = (2 + [4r]) Linguistics: (Int)(C) N + Perception: (Wis)(cc) Y +2 = (1 + [0r] + 1rb) Perform: (Cha)(cc) Y + Profession:(C)(Int) Y + Ride: (Dex)(cc) Y + Search: (Int)(C) Y +3 = (2 +[0r] +1rb) Sense Motive: (Wis)(cc) Y +1 = (1 + [0r]) Spellcraft: (C)(Int) Y +7 = (2 + [4r] + [1T]) Stealth:(Dex)(cc) Y + Survival: (Wis)(cc) Y + Swim: (Str)(cc) Y + Theft: (Dex)(cc) N + Use Magic Device:(Cha)(C) N + rb=Racial Bonus (+2 to diplomacy & Gather Info, +1 to Search & Perception)
1st lvl- 21 Skill Points (16 + Open Minded bonus 5) Max = 4/2 Character Traits:
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-'Reclaiming your roots' (Valued possession is Masterwork Jambiyah w/ Magic symbol on it) -'Classically Schooled' +1 bonus to Spellcraft rolls, Spellcraft is always a class skill for you Feats:
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-Open-Minded (Bonus) Gain 5 extra skill points to reflect your scholarly training. -Skill Focus: Diplomacy : +3 to Skill roll Combat Info:
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HP: 5
AC: Basic/Flat-footed/touch
Speed: 30'
Masterwork Jambiyah: +1 to hit, (1d4 dmg, etc as dagger)
Half-Elf Info:
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Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. Half-elf base land speed is 30 feet. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. Low-Light Vision: A half-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. +1 racial bonus on Listen, Search, and Spot checks. +2 racial bonus on Diplomacy and Gather Information checks. Elven Blood: For all effects related to race, a half-elf is considered an elf. Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count. Sha'ir Class info:
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Spells Info:
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Sha'ir 1
0= Prestidigitation, Detect Magic, Read Magic (Free), Message, Resistance, Detect Poison
Spell DC's: 0=13; 1=14; Inventory:
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Weapons: Club (Cane)(0), Masterwork Jambiyah (Dagger)(1)(0gp from Trait), Cold Iron Dagger(1)(4gp), Crossbow (35gp), 20bolts(2gp), Gear: Backpack(2gp), Bedroll(1sp), Blanket(5sp), Traveler's Clothes(0-free outfit) , 50' hemp rope(1gp), grappling hook(1gp), waterskin((1gp), 7 days trail rations, 10 candles(1sp), flint/steel(1gp), 12 sheets parchment(4gp,8sp), 10 charcoal sticks(0), 10 pieces Chalk(1sp), 2 Sacks (Empty)(2sp), Common Lamp(1sp), 3 flasks oil(3sp), Whetstone(2cp), 2 torches(2cp), Belt pouch(1gp),
Magic Items:
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Appearance & Mannerisms:
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Mus'ad is a charming and occasionally witty half-elf. At first glance he is rather nondescript. Taller than the average elf, but shorter than the average human, he could easily pass for either with his hood up and a bit of luck. He has bright, peircing blue eyes, and wears his dark blond hair shoulder length, and only close examination or getting his hair ruffled (like in a fight) reveals the soft but unmistakable points of his ears, revealing his heritage. In town Mus'ad wears baggy pantaloons,(usually bright primary colors) a ruffled loose shirt,(usually white), sometimes a vest and soft comfortable boots. Or sandals if he's not planning on walking the dirty streets of the marketplace. When traveling he wears the usual protective clothing and robes worn by wise wanderers of the desert. But never so heavy so as to restrict his movements or cause him to overheat. His companion, the loyal and lovable Zephyr the Air Gen, is a tiny, well-built, light-blue-skinned humanoid with long white hair past his shoulders that is constantly floating from the breezes that surround the tiny gen. The little Gen is brave almost to the point of foolhardiness, and shares his master's love of life and women. Zephyr acts as Mus'ad's emissary to the planes, his personal messenger and assistant, and sometimes spy and watchguard while his master is,... entertaining. Mus'ad is a personable fellow, easily liked. And seems to have no problem in talking to anyone about anything. (Although some husbands seem to think that he enjoys talking to their wives too much!) Some say he was blessed with a golden tongue and should have been a bard. Others say he missed his calling and should have been a conman. Mus'ad simply smiles at all such comments and only replies. "Who says I'm not?" with a grin that assures his audience that he's only joking,... ;) Unlike most mages with pretense to power, Mus'ad does not believe that his powers make him better than others. Especially since he realizes that his powers are dependent upon the goodwill of other beings. He feels instead that his gifts set him apart from others for a purpose. What that purpose is or could be, he does not know, as the Divine have not yet seen fit to share such things with him. His alignment is Neutral Good, because he believes in doing what is right. But he has seen first-hand that the law cannot always protect the innocent. And so will willingly flout the laws to do what is 'right'. Mus'ad knows that his powers are no match in a direct confrontation with any villain, warrior or wizard. His strength lies in his versatility. With enough time and the proper planning, Mus'ad can ask his Gen to fetch exactly the spell he needs for almost any situation. And so for general use he tries to keep handy spells that have multiple uses and extended durations, rather than one-shot offensive magics. (Although he keeps familiar with a few of those as well, in case he needs them in a hurry!) Background:
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Mus'ad was raised in Insert name of village/town here by his father, a trader in rare spices and exotic items. Sometimes creatures. He never knew who his mother was. Whenever he asked about her his father would tell him that she was the most beautiful flower he had ever seen. But that she had died shortly after he was born from a mysterious illness. It wasn't until his teenage years that he finally realized that he was growing much slower than his friends, his ears were definitely different from theirs, and that his mother must have been an elf. ABout here is when his life started becoming difficult, as being different is never easy for a youth, and he quickly learned that he was neither strong enough to fight off a band of bullies, nor quick enough to outrun them (always), but he was fairly clever, and a very good talker. So he found ways to convince the roving toughs to leave him alone. OR he would find a way to convince others to deal with them for him. Soon he became known as the kid to go to when you needed a situation dealt with, or a voice of reason to settle a dispute. He never gained enough influence to become a neighborhood power himself, but was instead the counselor and advisor to everyone who was. As the son of a merchant in 'difficult to find items' he had a lot of dealings with mages and various other unsavory types who have need of such rare or difficult to find bits and parts as ingredients in their mystic dealings. It was one such magus, a sour-faced conjurer called Cornipicus, who first recognized Mus'ad's potential. He tried to buy the boy from his father as an apprentice. But knowing the magus's reputation his father refused. Instead his father hired a tutor in the mystic arts to teach his son the rudiments of magic craft. The tutor was no powerful wizard, but an aged and wise seer with years of knowledge to share and a desire for an easy job in his final years. Mus'ad was skeptical at first, but soon devoured all he could of his mentor's teachings.
It was not long after Mus'ad's abilities became general knowledge that Cornipicus returned, demanding again that Mus'ad's father sell the boy to him as his apprentice. Again his father refused. Cornipicus cursed and departed, declaring he would have revenge for not getting his way. Soon after, Musa'd's father was killed on what should have been an safe and easy expedition. The survivors reported that they were ambushed by strange creatures on their way back. Mus'ad knew it was Cornipicus, and reported it to the authorities. But without proof, there was nothing they could do. While packing his faather;s belongings, he came across something that he had never seen before. Hidden in his father's personal chest, at the bottom, was a beautifully crafted Jambiyah, curved dagger wrapped in a parchment. It was of the finest craftsmanship Mus'ad had ever seen, and bore a single, strange, sigil upon the blade. Upon asking around, the only information that MUs'ad could discover about it was it seemed to be of Elven manufacture, and the mark bore a resemblance to one a trader remembered seeing near a town that had been destroyed a while back. Mus'ad heard of an expedition being put together that intended to visit this same town and discover what had become of it, as the survivor's reports were scattered and confused. Eager to discover if this could be a clue that might lead him to his long-lost mother, and escape the vile grasp of Cornipicus, Mus'ad quickly signed up for the expedition. He gathered his belongings, and prepares to leave the town he called home behind, as there is nothing left for him there.
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