Khalid Yad-Alnaar    (Moor Male Pyromancer)
Character Information   
Name: Khalid Yad-Alnaar XP/Next lvl: 0 / 2500
Class: Pyromancer HP:curr/max 5 / 5
Alignment: Chaotic Good AC:reg/rear/no shield 9 / 9 / 9
Race: Moor Level: 1
Age: 27 Height: 6'3
Weight: 175 Gender: Male
Encumbrance: 37 Movement: 40
Languages: Common, Berber, Thracian (Ixian dialect)
Ability Scores   
STR: 10 (+0/+0/ 2:6 Test of Strength/ 4% Extraordinary Feat of Strength)
INT: 16 (+1 Language/ One level 2 bonus spell/ 75% chance to learn spell)
WIS: 16 (+1/ - / 75%)
DEX: 11 (+0/ +0/ 2:6 Test of Dex/ 4% Extraordinary Feat of Dex)
CON: 13 (+1 HP/ +0/ 80% Trauma Survival/ 3:6 Test of Con/ 8% Extraordinary Feat of Con)
CHR: 9 (+0/ 4 Henchmen/ +0 Undead Turning)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
16 16 14 16/ 14 vs. fire 14

Notes: Base Saving Throw: 16, Device +2, Sorcery +2, −2 penalty to saving throws versus ice- and cold-related effects.

Description and Background   
Description:
Standing tall and lanky, Khalid has dark brown skin which shows signs of weathering from many years in the desert. His face is covered in a thick, black, bushy beard that is oiled and well-maintained. His long, curled black hair is tied back into a tail at the crown of his head. His eyes are light brown and almost a fiery orange when they catch the light. He's frequently clothed in a long, dyed red robe trimmed with dancing patterns of yellow and orange with a keffiyeh wrapped around his head and face.

Background:
Born and raised in the City-State of Yithorium, Khalid comes from a long line of clothiers, tailors and those skilled with cloth and fibers. He was taught to make cloths of vivid colors in hopes of continuing the family business. But some in his family also studied the dark art of magic, passing its secrets down through generations. When he was 14, Khalid's uncle began to teach him the ways of magic, specifically of manipulating heat and fire. Khalid has generally kept his magical skills secret, so as to not attract unwanted attention, but he has also been yearning to learn more of the greater world beyond the city walls. Secondary Skills: Clothier/Dyer


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
long scimitar 1 WC2 1d8/1d10 n n 20 Wt 4
darts 1 30 1d3/1d3 n n 20 4 Wt 1 ROF 2/1
quarterstaff 1 WC3 1d6/1d6 n n 20 Wt 3, +1 AC bonus versus melee attacks; quarterstaff must be wielded with two hands
Equipment
Qty Item Location
1 backpack wt. 2 worn on back
1 bandages backpack
1 blanket wt. 3 backpack
1 chalk backpack
1 ink & quill backpack
1 incendiary oil wt. 1 backpack
5 parchment backpack
1 hard leather pouch belt
1 soft leather pouch belt
1 iron rations (1 week) wt. 5 backpack
1 hemp rope (50') wt. 5 backpack
1 small sack backpack
1 tinderbox wt. 1 backpack
3 torches wt. 3 backpack
1 wineskin (full) wt. 2 backpack
1 writing stick backpack
1 spell book wt. 1 backpack
1 normal clothing, boots, belt, robe, keffiyeh (headgear) wt. 6 worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 5 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Decipher Language
Influence Normal Fire
Protection From Evil


Spell Book


Level 1
Decipher Language
Influence Normal Fire
Protection From Evil


Notes
Alchemy
To practice the sorcery-science of alchemy. Apprentice pyromancers learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, a pyromancer may concoct potions with the assistance of an alchemist. By 9th level, a pyromancer is taught the secret formula to incendiary oil. By 11th level, the assistance of an alchemist is no longer required.
Candle
Once per day per level of experience, evoke a heatless, candle-like flame to rise from the palm. Candle sheds a 15-foot radius of light and can be placed on an object. This effect lasts 6 turns (1 hour). Multiple candles can be placed concurrently, restricted only by the pyromancer’s daily limit. With a gesture, a pyromancer can cause one or more candles to singe, each causing 1 hp of damage to any creature on which it is directly placed, and possibly enkindling dry, combustible materials. Pyromancers are immune to the damaging effects of this cantrap.
Fire/ Heat Affinity
+2 bonus to saving throws versus fire- and heat-related effects, cumulative with the fire resistance spell.
Ice/ Cold Vulnerability
−2 penalty to saving throws versus ice- and cold-related effects.
Read Magic
The ability to decipher unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods.
Scroll Use
To decipher and invoke scrolls with spells that are included in the Pyromancer Spell List (see Chapter 7: Sorcery, Table 97), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells).
Scroll Writing
To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level.
Sorcery
Pyromancers cast spells that they memorize from arcane tomes; they also gain favour from elemental forces and otherworldly beings associated with fire. The number and levels of spells cast per day are charted above (see Table 38), though pyromancers of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence). For example, a 4th-level pyromancer with 13 intelligence can cast four level 1 spells and two level 2 spells per day.

The pyromancer begins with a spell book that contains three level 1 spells drawn from the Pyromancer Spell List (see Chapter 7: Sorcery, Table 97). Through personal research and the patronage of elemental powers, pyromancers develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 38 above).

- Initial no. of spells known: ×3
- No. of spells gained per level: ×1

Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells).
New Weapon Skill
At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill).
Enlist Henchmen
At 6th level, a pyromancer may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen.
Lordship
At 9th level, a pyromancer who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B.
Favored Weapons
Dagger, dart, falcata,morning star, quarterstaff, scimitar (short, long)
Abilities
Fighting: 0
Casting: 1
Turning: -
Spells per day
Level 1: 2