Benham Iskandar    (Human Male Sha'ir)
Character Information   
Name: Benham Iskandar XP/Next lvl: 19801 / 20000
Class: Sha'ir HP:curr/max 22 / 22
Alignment: Lawful Evil AC:reg/rear/no shield 7 / 10 / 7
Race: Human Level: 4
Age: 19 Height: 5'9'
Weight: 166 Gender: Male
Encumbrance: Movement:
Languages: Midani
Ability Scores   
STR: 14 (-/-/55/170/Open Doors 8/BB-LG 7)
INT: 18 (7 Lang- Prof./Max. Spell level 9)
WIS: 10 (-)
DEX: 17 (+2/+2/-3)
CON: 16 (+2/ Sys Shock 95/Res Surv 96)
CHR: 9 (4/-/-)

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

Notes:

Description and Background   
Description:
Benham Iskandar photo Jafar_zpsucp6lqjt.jpg

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quarterstaff 1 4 1d6/1d6 n n 20
Knife 1 2 1d3/1d2 n n 22 Not intended to be used as a weapon, more a utility tool.
Rod of Smiting 1 1d8+3/ n n 20
Equipment
Qty Item Location
1 Fine Clothing (Sumptuous Aba, Embroidered Caftan, Silk Keffiyah, and Jeweled Agal) Worn
1 Back Pack Worn
1 Belt Worn
1 Belt Pouch (Small) Belt
1 Bedroll BP (external)
1 Rope, Hemp, 50' BP (external)
1 Flint & Steel Pouch
1 Boots, Soft Worn
1 Waterskin Belt
7 Rations, Standard BP
2 Torches BP
5 Parchment BP
1 Writing Ink and Quill BP
2 Dice Pouch
12 Coconuts Saddlebag
2 Dates, per pound Saddlebag
12 Eggs, Boiled Saddlebag
2 Figs, per pound Saddlebag
4 Nuts, per pound Saddlebag
2 Olives, per pound Saddlebag
3 Raisins, per pound Saddlebag
100 Fish, Salted Saddlebag
1 Whistle, signal Worn
1 Tent, Small Camel
1 Camel, Desert Ridden
1 Camel Litter, common Camel
4 Waterskin, 5 Gallon Camel
1 Honey, Quart Saddlebag
1 Cheese, White Saddlebag
1 Bread, Loaf Saddlebag
1 Camel Apron, Leather Camel
1 Camel Grooming Kit Saddlebag
1 Camel Stick Camel
2 Leather Date Bag, with Dates Saddlebag
1 Saddle Blanket Camel
1 Extra Bit and Bridle Saddlebag


Wealth   Enter negative number to subtract
PP GP EP SP CP
25 178 0 14 42
Magic Items
Qty Item Location
6 Pebbles with continual light cast upon them. Pouch
1 Oil of Preservation BP
1 12 inch long golden feather with Continual Light BP
1 Rod BP


Gems and Jewelry
Qty Item Location
1 Amethyst (purple) (100gp) Coin Purse
1 Chrysoberyl (yellow-green) (100gp) Coin Purse
1 Tourmaline (brown) (100gp) Coin Purse
1 Coral (pink) (100gp) Coin Purse
1 Jade (white) (100gp) Coin Purse
1 Alexandrite (dark green) (100gp) Coin Purse
1 Jet (deep black) (100gp) Coin Purse
Memorized Spells


Level 1
Cure Light Wounds (Clerical)

Level 3
Remove Curse (Clerical)

Level 7
Resurrection (Clerical)


Spell Book


Level 1
Affect Normal Fires
Alarm
Alter Normal Winds
Armor
Avert Evil Eye
Burning Hands
Cantrip
Change Self
Charm Person
Comprehend Languages
Cool Strength
Dancing Lights
Detect Magic
Feather Fall
Find Familiar
Fire Truth
Float
Friends
Gaze Reflection
Grease
Hold Portal
Hypnotism
Identify
Jump
Light
Magic Missile
Mending
Mount
Move Sand
Phantasmal Force
Protection from Evil
Read Magic
Sand Jambiya
Sand Quiet
Sand Slumber
Sea Sight
Shield
Sleep
Spider Climb
Spook
Taunt
Traceless Travel
Unseen Servant
Ventriloquism
Wall of Fog
Waterbane
Wind Compass

Level 2
Banish Dazzle
Bind
Blindness
Blur
Continual Light
Darkness, 15-ft Radius
Deafness
Deeppockets
Depth Warning
Detect Evil
Detect Invisibility
Dust Curtain
Enlarge Desert Creature
ESP
Fire Arrows
Flaming Sphere
Flying Jambiya
Fog Cloud
Forget
Improved Phantasmal Force
Invisibility
Knock
Know Alignment
Levitate
Locate Object
Mirror Image
Misdirection
Pillar of Sand
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Sand Shadow
Scare
Shatter
Strength
Sundazzle
True Bearing
Wall Against Noise
Web
Whispering Wind
Wizard Lock

Level 3
Lightning Bolt
Rock to Mud


Notes
Requesting a Spell
Gens can tap into a network of other geniekind, conferring with creatures of any element. This allows gens to retrieve spells for their masters. A sha’ir simply states the spell which he or she desires, and the loyal gen rushes off to the appropriate elemental plane to find it (locating even spells in the universal province).

Sha’irs can only request spells which they know exist. All 1st- and 2nd-level wizard spells shown in Appendix A are considered common knowledge; any sha’ir can request them. Otherwise, sha’irs must have actually seen a spell. If a sha’ir sees an ajami casting a strange spell (or sees its effects), then that spell can be requested, too. Priest spells are also available. Spelllike abilities of other creatures and characters cannot be gained in this fashion, however.

When requesting a spell from his or her gen, a sha’ir must specify which spell it is, and whether it’s a wizard or priest spell. The gen immediately sets out to find it on the outer planes. The length of time that a gen searches for a spell depends on the type of magic sought:

* If a sha’ir requests a spell that a native wizard of the same experience level could normally cast, then the gen searches for 1d6 rounds plus 1 round per level of the spell. (All “native” spells are listed in Appendix A. Anything not on that list is considered foreign to the Land of Fate.)
* If a native wizard of the same experience level could not normally cast the desired spell, then the gen searches for 1d6 turns + 1 turn per level of the spell.
* If the spell is not native to the Land of Fate—or is a priest spell—the gen searches for 1d6 hours plus 1 hour per level of the spell.

Even if the gen doesn’t find the spell (or has no chance of doing so), it expends the full amount of time searching. Once the request for a spell is made, the gen cannot be recalled until its search is done.

To determine whether a gen’s search is successful, the DM makes a percentage roll. A roll of 90 or more always indicates failure. Otherwise, all gens have a 50 percent base chance of finding a spell. The following modifiers apply:

* Each level of sha’ir: +5 percent
* Each level of spell being sought: -10 percent
* Spell is “general knowledge” (by the definition above): +10 percent
* Spell is priestly magic, or does not appear in Appendix A: -30 percent
* Gen repeats search for spell on same day after initial failure: -10 percent per attempt

If the modified chance is 0 or less, the gen always returns “empty-handed.” A gen’s failure to gather a spell never harms its master (beyond disappointment). The gen simply returns after the usual period of search, extremely apologetic for its failure. If the sha’ir requests the same spell again, the gen immediately repeats the search. As noted above, however, its chance of success drops an additional 10 percent for each attempt within a given 24-hour period. (The penalty applies only if the gen is seeking the same spell again.)

If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. The sha’ir can cast the spell within three turns; thereafter the magic is lost. Damage and other effects for the spell reflect the sha’ir’s experience level. The gen cannot set out to retrieve another spell for its master until the previous magic has been cast or has expired.

The sha’ir gains the spell because the gen “shares” the verbal and somatic components immediately upon returning. Their link is mental, not verbal. Hence, the gen can describe any material components needed, but it’s still up to the sha’ir to supply them. (As in standard AD&D game play, material components are optional in the AL-QADIM campaign. The DM may or may not require them.)

00 Results: If the DM rolls “00” when checking for success, the gen is automatically delayed 1d10 additional rounds, turns, or hours (as indicated by the spell requested). The link between the gen and its master remains intact; the sha’ir knows the gen has been delayed, and can sense that it’s still alive.
The Perils of Priest Spells
Sha’irs who send their gens after priest spells do so at their own risk. Priest spells are granted by the gods (or other powerful forces), and a gen who retrieves such a spell may take more than magic back to its master. There is a 10 percent chance per level of the desired spell that a god or higher being observes the gen’s activity. The DM makes the percentage roll. If the gen is noticed, nothing happens until the sha’ir casts the spell. When the spell is cast, “divine retribution” occurs. The DM determines which god (or being) is offended. The exact punishment varies according to the level of the spell being cast:

* 1st to 2nd Level: The sha’ir suffers an immediate case of the evil eye (see attract evil eye, reverse of avert evil eye, in Chapter 8). No saving throw is allowed.

* 3rd to 4th Level: The hand of Fate turns against the caster. The next opponent to attack the sha’ir gains a +1 bonus to attack and damage rolls for the duration of the encounter. If the sha’ir happens to cast multiple priest spells of this level before the next encounter, the results are cumulative (+1 per spell).

* 5th to 6th Level: The god (or offended planar creature) sends a “messenger” to teach the sha’ir a lesson about appropriating magic. The DM should bring in the monster of his or her choice, which appears 1d6 rounds after the offending spell is cast. The creature is teleported magically to the sha’ir’s location. As noted, the DM chooses the offended god (though it’s probably an underling performing the task). The monster should be at least one Hit Die greater than the sha’ir’s experience level. The summoned creature attacks the sha’ir with fanatical morale, and disappears upon completion of its task (or upon its death). The sha’ir gains no experience for defeating this monster, nor does anyone who helps.

* 7th Level: The sha’ir is plucked from his or her current position and drawn into the outer planar home of the offended god, where a full explanation and apology are expected. The deity’s underlings are most likely to hear (and demand) the sha’ir’s report. The player is encouraged to come up with as many good reasons as possible for appropriating the spell. (It helps if the use of the spell in some way aids that particular god’s ethos.) The deity (or a minion) then assigns the offending mage a quest and sends the offender home within 1d6 rounds. The nature of this quest will not violate the individual’s stated ethos, and may range from minor (spend six months in the bazaar, preaching the word of Tyr) to severe (return the ruby of Mystra, currently held by an evil wizard in the Cursed Quarter).
Gens
Gens are officially of neutral alignment, but they tend to take on their masters’ attitudes, tinged by their own natural tendencies. Elemental familiars with good tendencies tend to be most comfortable with good aligned characters, while those with tendencies toward evil acts are more comfortable with evil characters. Gens attached to characters of similar alignment or tendencies gain a +1 bonus to rolls for loyalty (but not morale).

Unless otherwise noted, all gens stand between 8 and 12 inches tall, are of Low intelligence, AC 5, and have a movement rate of 9. Each has a number of hit points equaling half its master’s current maximum, Hit Dice equaling half its master’s level, and the THAC0 of a monster that’s half their master’s level in Hit Dice. Gens inflict 1d6 points of damage, and are of small size.

When summoning a gen, sha’irs can choose from among four different varieties:

Air gens, or djinnlings, are small air sprites with bluish skin and white hair. They can fly at MV 12 (maneuverability class B), but have no other djinni-like powers, and cannot become invisible or create objects. Djinnlings are usually aloof and moralistic. They tend toward good and lawful.

Fire gens, or efreetikin, are miniature fire spirits with ebony skin and long, flame-red hair. They move normally, and can produce flame at will. Fire gens are usually malicious and judgmental. They tend toward evil and lawful behavior.

Water gens, also called maridans, are small water spirits with greenish skin and bluish eyes and hair. They can swim at MV 12, and can breathe underwater. Maridans are usually capricious and playful. They tend toward good and chaotic behavior.

Earth gens, or daolanin (day-oh-LAH-neen), are small earth elementals with tan skin and jet black hair. They are the strongest of the gens, and can inflict double damage (2d6 points). Earth gen are usually tactless and direct. They tend toward evil and chaos.

Besides fetching spells, a gen helps protect its master against its native element. All attacks of the proper element are at -2 to hit, all saving throws against that element are at +2, and all damage from that form of attack are at -2 per die (minimum damage of 1 point per die). This magical protection applies to the gen at all times. The sha’ir enjoys these benefits when the gen is within 10 feet. An elemental familiar makes saving throws at twice the current level of its master; otherwise magic can affect it normally.

Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 turns. If the master moves to another plane, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha’irs.

A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a wall of force or a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha’ir between it and them). The behavior. appearance is random, however, so it’s impossible for a gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its
master (if possible) in 1d6 turns.

When a gen dies, its master feels the loss immediately—and literally. The sha’ir’s hit points drop by half. If this loss reduces a sha’ir to 0 or fewer hit points, the wizard must make a saving throw vs. death magic. Success means that the sha’ir remains alive, with 1 hit point, while failure indicates death. Damage caused by the death of a gen can be healed normally.

A gen that has died and is later brought back to life suffers a permanent 1-point penalty in morale and loyalty. A sha’ir cannot have more than one gen at a time, so the summoning of a new gen precludes the recovery of a former elemental familiar.

A new gen can be summoned upon the loss (for whatever reason) of an old gen, but the loyalty of such a replacement is always less than the original. The first gen summoned is of fanatical morale and loyalty (18)— almost immune to temptation and willing to lay down its life for its master. For each successive gen, the loyalty drops 1 point, to a minimum of 5. Hence, the last in a long line of gens is untrustworthy and easily spooked or distracted. Such a gen is also less successful; time to recover spells increases by one increment (round, turn, or hour, depending on the spell) with each replacement, too.

A sha’i
Current Gen
Efreetkin named Jafar.
Weapon Proficiencies
Proficiencies: Staff

Penalty: -2
New proficiency every 6th level.
Must choose from among the dagger, knife, jambiya, dart, and sling.
Nonweapon Proficiencies
New proficiency every 3rd level.

Genie Lore INT
Reading/ Writing Midani INT +1
Ancient History INT -1
Languages (Ancient) INT
Spellcraft INT -2
Etiquette CHA
Heraldry INT
Survival (Desert) INT
Local History CHA
Debate INT
Oil of Preservation
(Source: Tome of Magic): Any nonliving, nonmagical
object may be coated with a layer of oil of
preservation. If every surface of the object is
covered, it will suffer no ill effects from the
passage of time. Thus, wood will not rot, metal will
not rust, and masonry will not crumble. The oil
provides protection from both natural and magical
aging. One flask of oil of preservation will protect
1 cubic foot of surface area. The effects of the oil
wear off after one century, at which time normal
aging resumes.
Recognizing Genie Work
Can recognize the workings of djinn, jann, and other members of the genie races. These wizards can recognize items that have been created by genies, as well as spells cast by genies or provided by gen for other sha’irs. Further, this ability enables sha’irs to detect genies that are invisible, disguised, or polymorphed.

A sha’ir’s chance to recognize genie work is 5 percent per experience level. The sha’ir must declare that he or she is checking for the work of genies in a particular situation. Success requires full concentration; the sha’ir can perform no other action for a round. If multiple genie-works are at hand, only the most powerful or most recent are revealed.