Bandir Spellstalker    (Elf, Gray Male Fighter/Mage)
Character Information   
Name: Bandir Spellstalker XP/Next lvl: /
Class: Fighter/Mage HP:curr/max 24 / 24
Alignment: NG AC:reg/rear/no shield 1 / 3 / 1
Race: Elf, Gray Level: 3 / 3
Age: 110 Height: 5'
Weight: 105 Gender: Male
Encumbrance: 28 Movement: 12
Languages: (Read/Write) Elven, - (Speak) Common, Dwarven, Gnomish
Ability Scores   
STR: 16 (Normal +1 70 195 9 10)
INT: 18 ()
WIS: 11 (0 0 10 --)
DEX: 17 ()
CON: 17 ()
CHR: 11 ( 4 0 0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 Ring +1 = 13 13 Ring +1 = 12 11 Ring +1 = 10 15 Ring +1 = 14 12 Ring +1 = 11

Notes:

Description and Background   
Description:
Bandir is well to do and he carries himself well. He is well dressed with a dark fur hooded cloak and an embroidered robe of midnight blue. He has black hair and dark blue eyes set in a pleasant but not remarkable facial features.

Background:
Raised in a noble family Bandir had a good life. He decided to venture out after learning his mothers skills in magic and his fathers skills in weaponry.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Longsword +1 2/1 1d8+4/1d12+4 y n 17 +1 to hit/+2 to Dam specialization +1 to damage Str +1 to hit Elven +1 to Hit and Dmg Magic Weapon
Longbow 2/1 50/100/170 / n n 19 +1 to hit Elven
Shortsword 3/2 1d6/1d4 n n 19 +1 to hit Elven +1 to Dam Str
Sheaf Arrows 2/1 50/100/170 1d8/1d8 n n 19 13
Iron Touched Sheaf Arrows 2/1 50/100/170 1d8/1d8 n n 19 8 Werewolf bane
Equipment
Qty Item Location
1 Riding boots (3gp), Belt (3sp), Breeches (2gp), Hooded Cloak Fine Fur (50gp), Gloves (1gp), Robe Embroidered (20gp) Longsword Scabbard (4gp), Shortsword Scabbard (3gp) Tunic (8sp) Worn
1 Backpack 2 GP 2 lbs. Back
7 Trail Rations Backpack
1 Large Belt Pouch 1 GP 1 lb Belt
1 Small Belt Pouch Right side 7 sp .5 lb Belt
1 Small Belt Pouch Left side 7 sp .5 lb Belt
5 Candles 5 cp 0 lb Large pouch
5 Chalk 5 cp 0 lb Large pouch
1 Flint and steel 5 sp 0 lb Backpack
1 Hooded Lantern 7 gp 2 lbs Backpack
2 Lamp oil 18 cp 3 lbs Backpack
1 Quiver 8 sp 1 lb Back
2 Large Sack 4 sp 1 lb Backpack
1 Whetstone 2 cp 1 lb Backpack
1 Signet ring 5 gp Right middle finger
1 Sealing/candle wax 1 gp 1 lb Backpack
1 Winter Blanket 5 sp 3 lbs Backpack
1 Writing ink and quill 16 gp 0 lb Backpack
1 Shortsword 30 gp 3 lbs Iron Touched Right Scabbard
1 Longbow 75 gp 3 lbs Back
13 Sheaf Arrows 12 sp 2 lbs Quiver
1 Riding Horse 75 gp
1 Bit and bridle 15 sp 3 lbs Horse
1 Saddle Riding 10 gp 35 lbs Horse
1 Halter 5 cp 0 lbs Horse
1 Large Saddle Bag 4 gp 8 lbs Horse
8 Iron touched Sheaf Arrows Quiver


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 2 0 13 60
Magic Items
Qty Item Location
1 Spellbook Backpack
1 Longsword +1 Left Scabbard
1 CLW Healing Potion christmas present. backpack
1 Wand of fire Belt
1 Amulet of Defense AC5. Worn
1 Ring of Prot +1 Left Hand Middle Finger
2 healing potions (regular not extra healing) Backpack
1 Waterproof backpack of holding 35lbs Back


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Armor
Magic Missile


Spell Book


Level 1
Armor
Detect Magic
Identify
Magic Missile
Read Magic
Shield
Wall of Fog

Level 2
Flaming sphere
Glitterdust
Stinking Cloud
Web


Notes
Elf Traits
Elven characters have 90 resistance to sleep and all charm-related spells.

When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.

An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Elven infravision enables them to see up to 60 feet in darkness.

Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
NWP
Languages, Ancient 1 Intelligence 0
Navigation 1 Intelligence -2
Reading/Writing Elf 1 Intelligence +1
Speak Common 1 Intelligence 0
Speak Dwarven 1 Intelligence 0
Speak Gnomish 1 Intelligence 0
Spellcraft 1 Intelligence -2
Ancient History 1 Intelligence -1
Riding, Land-based 1 Wisdom +3

WP
Tight Group blades (2)
Specialized Longsword (1)
Longbow (1)
Spell info
Spellbook limit 5 spells per level Plus one bonus spell per level - 12 spells at level 2.

Bandir has 11 spells currently.

Detect Magic Level 1 Failed
Spider Climb Level 1 Failed
Color Spray Level 1 Failed
Magic Missile Level 1 Success
Armor Level 1 Success
Detect Magic Level 2 Success
Shield Success From Arastor spell book
Wall of Fog Success From Arastor spell book
Identify Success From Arastor spell book

Level 2 spells scribed successfully but not able to cast yet.

Flaming Sphere From Arastor spell book
Glitter dust From Arastor spell book
Stinking Cloud From Arastor spell book
Web From Arastor spell book
Mount Info
Riding Horse named

Kore
Armor spell
Armor spell active (10)

1,2,3,4,5,6,7,8,9,10

Armor active until 10 points of damage.
Wand of fire
Bandir saw a definite magical glow on the wand with the detect magic spell. From the read you were able to discern that there are 4 different runes that act like buttons. One looks like hands with flame, another looks like a ball of fire, another looks like a wall or line of fire, and the other looks a bit like three balls of fire.

Guessing by those indications one likely casts Burning Hands, Fireball from another, Wall of Fire from another and not entirely sure but maybe the spell Pyrotechnics from the 3 balls of fire. You are not sure if the wand uses charges or of it's name but decidedly you nicknamed it Wand of Fire. You are not sure how many charges if the wand uses them of each it contains or how many uses it has.

No charge - tip radiates as Light Spell.
potions
4 x (unidentified) poison viles
2 x healing potions (regular not extra healing)
1 x Oil of Acid Resistance
1 x potion of Invisibility.
2 x viles you cannot determine contain a black almost tarish looking liquid (One was used and turned the necromancer into a wraith)