Anuzal Jeehab    (Elven Male Sa'luk/Askar)
Character Information   
Name: Anuzal Jeehab XP/Next lvl: 6383/6383 / 10000/8000
Class: Sa'luk/Askar HP:curr/max 16 / 31
Alignment: NG AC:reg/rear/no shield 6 / 6 / 6
Race: Elven Level: 4/3
Age: 20 Height:
Weight: 118 Gender: Male
Encumbrance: Movement: 12
Languages: midani,theives cant, gnome, orcish,goblin, gnoll, halfling
Ability Scores   
STR: 16 (+1 dam/350 wa/1-3 open doors/10bend bars,lift gates)
INT: 12 (3 lang)
WIS: 11 ()
DEX: 17 (AC adj -2/react adj +1)
CON: 15 (+1hp/ Syst shock surv91/ Res surv 94)
CHR: 11 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 14 16 15

Notes:

Description and Background   
Description:
A warrior dressed in red scimitar on his left side. Sash across the right side of his shoulder. Scar across his right eye html

Background:
Anuzal - Is from the city of Hafayah a man of many skills. He set out to make his fortune with his sword by adventuring after saving some merchants from bandits just outside the city gates. He was given the nickname( qatie tariq alqatil ) The Red Sash in common. That is the story told by the Merchants.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scimitar 1/1 1d6/ y n 18
2 dagger 1/1 1d4/1d3 y n 18
S. Bow 1/1 1d6/1d6 y n 18 24
+1 S. Sword 1/1 1d6//1d8 y n 18 +1 to hit/+1 to Damage
Equipment
Qty Item Location
1 Backpack LG BP
1 Bedroll BP
1 Quiver 2 score arrows Back
2 Waterskin Camel/BP
1 Rations, trail 12 days BP
1 Thieves Picks Hip
3 Torches BP
1 FlintnSteele BP
1 Leather armor Worn
1 Red Cloak n Sash Worn
1 50 ft rope BP
2 Katars and sheaths Boot/hip
1 Desert Camel Ridden
1 Bit and Bridle Camel
1 Camel barding 1/2 padded Camel
2 5 gal waterskin Camel
1 Dates 2lbs Saddle Bags
1 Olives 2lbs Saddle Bags
1 Nuts 4lbs Saddle Bags
1 Raisins 3lbs Saddle Bags
1 Rice 5lbs Saddle Bags
1 Salted fish (100) Saddle Bags
1 Saddle bags lg Camel
1 Camel Feed 1wk Saddle Bags
2 Empty Waterskins Saddle bags


Wealth   Enter negative number to subtract
PP GP EP SP CP
170 225 1 387 396
Magic Items
Qty Item Location
1 Potion of Treasure Finding BP
1 Potion of Invisibility BP
1 Gloves of Evasion Worn
1 Cloak Of Camouflage Worn
1 Eye of the thief Worn
1 +1 Dagger
1 +1 Short Sword Worn


Gems and Jewelry
Qty Item Location
5 100gp Pearls
Memorized Spells



Spell Book



Notes
Non Weapon/Weapon Proficiencies
Non Weapon

Reading/Writing
Awareness
Blindfighting
Appraising

Weapon
Scimitar
Dagger
S. Bow

Special Benefits:
Askars have no special benefits
other than those related to their home town. Each
player should select a “home town” for his or her
character—which may be the character’s birthplace,
the most frequented settlement (large or small), or
simply the location in which the character’s first
adventure begins. While askars are in their home
town, they gain a +2 bonus to proficiencies used while
interacting with natives of that town—haggling,
debate, etiquette, modem history, bureaucracy, and so
forth. The bonus reflects an askar’s familiarity among
the local folk. This bonus does not apply to craft or
combat proficiencies, nor does it apply in areas more
than one mile away from the town.
Thieving Skills
Pick Pockets=30
Open Locks=50+10MI=60
Find/Remove Traps-50+25MI=75
Move Silently-40
Hide in Shadows-40
Detect Noise-20
Climb Walls-70
Read Languages-

BackStabx2
Potion of Treasure finding
(Source: Dungeon Masters Guide, 2nd Edition): A potion of treasure finding empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination.
Note: that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won't locate worthless metals or magical items which don't contain precious metals or gems. The imbiber of the potion can 'feel'' the direction in which the treasure lies, but not its distance. Intervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds. (Clever players will attempt triangulation.)
Eye of the Thief (Amulet)
This enchanted black gem (worn as an amulet). Dispels illusions (1 use per day), Allows wearer to see invisible objects and people (1 use per day), Adds: 25 to Find/Remove Traps
Cloak, Camouflage(Desert)
These cloaks are fashioned from a very broad range of materials and are attuned to work in one specific environment only (tundra, forest, swamp, desert, tropics, plains, etc.). Each cloak grants the wearer the ability to become invisible in that specific terrain while the wearer is motionless. Creatures with keen smell or sight may be granted an automatic saving throw to detect the creature, and creatures who can see invisible objects and creatures can see the wearer immediately
Gloves of Evasion
These gloves are made of exceptionally supple, thin calfskin, and when put on they blend with the skin and become virtually undetectable (and are detection resistant). A thief wearing them gains a +10 bonus to open locks skill and can undo almost any knot automatically in one round. Any character wearing the gloves gains a proficiency in escapology, being able to manipulate his hands in such a way that he can escape from manacles, chains, irons or similar restraints if a Dexterity check (with a +2 bonus if the character is a thief) is made.