Dune Sagerous    (half elven male wizard)
Character Information   
Name: Dune Sagerous XP/Next lvl: 20488 / 40000
Class: wizard HP:curr/max 20 / 22
Alignment: lawful neutral AC:reg/rear/no shield 3 / 3 / 3
Race: half elven Level: 5
Age: 35 Height: 5-8
Weight: 180 Gender: male
Encumbrance: Movement:
Languages: common, elven, orc
Ability Scores   
STR: 10 (40 w.a. 115 max pr, 6, opdoors2bb)
INT: 16 (5 lang 8top level spell,70learn spell 11, max)
WIS: 10 (15 chance to fail spell.)
DEX: 16 (+1,+1,-2. ra, ma, da.)
CON: 15 (+1, 90,94 ss, res.)
CHR: 12 (5henchmen)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 13 11 15 12

Notes: +4 saving throw added to numbers above when wearing the robe of the arch magi. :-) plus 2 to casters level when rolling to resist spell, spell resistance 18.

Description and Background   
Description:
Dune is light tanned, moderately overweight,long black hair blue, grey robed , brown eyed, black boots brown gloves enjoys wearing bright hats from time to time and wears a pencil thin moustache-goatee.

Background:
Dune is usually a soloist, loves old tomes, scrolls,potions, has joined the group to survive and to gain prestige recognition. When his dad left to join the traveling carnival his elven mother raised him. Shunning most people because of his life of being ignored from male authorities growing up. His mother side of the family cared little of his half human nature and happily payed for Dune to go off to the nearest alchemy school then to be tutored under renowned magician Kalesti Sinkino. After graduating with honors Dune joined a local magicians guild only by name alone never really being apart of it, yet other societies honor him for it so he's happy. Presently he has joined a band of fellow comrades who he acknowledges are also the best of the best at their craft. When Dune was out near a graveyard one evening he encountered a fierce ghoul that paralyzed him and made claw scrapes across his arms and legs. Thankful for a couple well placed magic missiles after the stiffness wore off. Dune recovered but now has a fear of going anywhere where undead is involved, and generally avoids it at all costs.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
staff 1 4 d6/d6 n n
Equipment
Qty Item Location
2 boots feet
1 backpack, belt pouches 4 waist bk
1 spellbook ingredients backpack
1 2 candles, torches oil flint steel bp
1 rope spike smith hammer bp
1 wine,wineskin weeks rations.pouch waist


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 24 0 15 0
Magic Items
Qty Item Location
1 Robe of the Archmagi worn
1 Wand of Magic Missiles - 6 charges pocket


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
detect magic
identify
magic missile
magic missile

Level 2
knock
mirror image

Level 3
lightning bolt


Spell Book


Level 1
charm person
comprehend languages
detect magic
detect undead
grease
identify
magic missile
mount

Level 2
alter self
esp
invisibilty
knock
know alignment
mirror image
stinking cloud
summon swarm
web
wizard lock

Level 3
fly
hold undead
invisibility 10 radius
lightning bolt
toungues
water breathing


Notes
languages
Common
Elven
Orc
Ogre/Giant
Gnoll
Robe of the Archmagi
This normal-appearing garment can be white (01–45 on d, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.
+5 armor bonus to AC.
Spell resistance 18.
+4 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance.
If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).