Quinton 'Quint' Kacie    (Human Male Magic-User)
Character Information   
Name: Quinton 'Quint' Kacie XP/Next lvl: 16104 / 20000
Class: Magic-User HP:curr/max 5 / 8
Alignment: Neutral AC:reg/rear/no shield 7 / 7 / 7
Race: Human Level: 4
Age: 24 Height: 6'1'
Weight: 170 Gender: Male
Encumbrance: Movement: 40'/Rd
Languages: Thyatian (Common), Traladaran, Elvish, Halfling
Ability Scores   
STR: 8 (-1 Melee Attacks & Damage)
INT: 17 (+2 (+10 XP Bonus))
WIS: 12 (--)
DEX: 12 (--)
CON: 8 (-1 hp/HD)
CHR: 12 (Max Hirelings: 4, Hireling Morale: 7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 13 14 16 14

Notes:

Description and Background   
Description:
Quint is uncommonly tall, standing just over 6', yet is thin and pale, with long, auburn hair pulled back in a ponytail. He dresses in sturdy, but neatly tailored clothes of a non-descript grey, and long cloak of a deep blue color hangs from his shoulders. He carries himself with the refined air of a scholar, but at the same time isn't afraid to get dirty - all in the name of research.

Background:
When Quint was just a child of 8, he lost both his parents and an older brother and sister to a virulent plague which swept his village. He survived, where many others did not, but was left weak and frail. With little else left to occupy him during his convalescence, he devoured the books found in the small library the priest kept, showing a surprising and unsuspected aptitude for learning. With no family to raise him, he was sent to Specularum, and grew up studying in the Church of Karameikos, absorbing histories, languages and religious lore. Ultimately he showed little aptitude for the priesthood - instead developing a thirst for arcane knowledge as well, leading to his apprenticeship to the Wizards Guild. Now 24, he has left the comforts of the capital behind, and travels the wilderlands of the Duke's holdings seeking to learn what secrets the wide world holds.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff 1 -- -- 1d6+2/1d6+2 n n Skilled
Sling 1 40/80/160 1d4/1d4 n n 46 (Std) 10 (Silver) Basic
Equipment
Qty Item Location
1 Clothes, merchant Body
1 Cloak, long Body
1 Belt Waist
1 Boots, plain Feet
1 Pouch A (cap 50cn) Belt
60 Sling Pellets, regular Pouch A
10 Sling Pellets, silver Pouch A
1 Pouch (cap 50cn) Belt
40 Misc Coin (see Wealth below) Pouch B
1 Backpack (cap 400cn) Back
14 Rations, dried (day) Pack
2 Waterskin Pack
1 Spellbook Pack
1 Tinderbox Pack
1 Hammer, small Pack
6 Spike, iron Pack
1 Mirror, steel Pack
1 Horse, riding (Isis) cap 3000cn --
1 Saddle & Tack Horse
1 Saddlebags (cap 400cn) Horse
14 Rations, dried (day) Saddlebags
1 Supplemental Spellbook (from Master) Pack
2 Wineskins (Full) Pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 38 0 2 0
Magic Items
Qty Item Location
1 Wizards Guild Brooch Left Breast
1 Ring of Protection +2 Rt Hand


Gems and Jewelry
Qty Item Location
1 Opal (1000gp) Boot Pocket
2 Pouch w/ 50gp Saddlebag
3 Pearl (500gp) Boot Pocket
3 Topaz (500gp) Sewn in Belt
4 Onyx (50gp) Pouch B
3 Amythest (100gp) Pouch B
1 Bank Deposits: 2700gp Pack
Memorized Spells


Level 0
Firefinger
Gather
Haunting
Werelight

Level 1
Sleep
Sleep

Level 2
ESP
Knock


Spell Book


Level 0
Bug
Firefinger
Gallop
Gather
Haunting
Weathertell
Werelight

Level 1
Charm Person
Detect Magic
Familiar
Light
Magic Missile
Read Magic
Shield
Sleep
Summon Familiar

Level 2
Auditory Illusion
Continual Light
ESP
Knock


Notes
Skills
Arcane Lore (INT+1) 18
Geography (Int+1) 18
History x2 (INT+2) 19
Nature Lore(INT+1) 18
Religious Lore (INT+1) 18
Weapon Feats
Staff (Skilled)
Sling (Basic)
Spells Per Day
Cantrips (INT mod + 1/2 level rounded up): 4
1st Level: 2
2nd Level: 1
Memberships
Wizards Guild of Karameikos
Knight of Karameikos
Supplemental Spellbook (from Master)
Level One
Feather Fall
Light
Magic Missile
Summon Familiar*

Level Two
Amnesia
Auditory Illusion
False Trap

Level Three
Hold Person
Invisibility 10' Radius
Lightning Bolt
Quint's Familiar
Nameless Hawk
HD:2 (Equal to half of Quint's)
HP: 4 (Max equal to half of Quint's)
INT: 3 (Rises by 1 pt per 1d4 days until equal to Quint's INT)

From ACKS:
Familiar: The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Judge). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies [read: skills] equal to its masters, selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. While the familiar is within 30', the character receives +1 on saving throws, but if the familiar is ever killed, the character must save versus Death or instantly take damage equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until he has gained a level of experience.