Jamal Al Asir    (Halfling Male Sha'ir)
Character Information   
Name: Jamal Al Asir XP/Next lvl: 23’034 / 40’001
Class: Sha'ir HP:curr/max 14 / 14
Alignment: Chaotic Good AC:reg/rear/no shield 2 / 0 / 2
Race: Halfling Level: 5th
Age: 25 Height: 3'3'
Weight: 55 Gender: Male
Encumbrance: 38 Movement: 6'
Languages: Midani, Halfling, Goblin
Ability Scores   
STR: 11 (+0/+0/40lbs/115lbs/6in20/2)
INT: 14 (4/7th max spells. )
WIS: 9 (+0)
DEX: 17 (+2/+2/-3)
CON: 11 (+0/ 75/ 80)
CHR: 10 (4/normal/none)

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

Notes: +3 vs magic and poison. +3 to dodge saves from dex. +1 vs all saves from +1 Ring of Protection. Armour spell lasts for up to 12 hps damage. Waterbane for the day. Cool Strength for 48 Hours. Invisibility for 24 hours or until dispelled (-4 to A/C if detec

Description and Background   
Description:
Jamal is a halfling hairfoot that stands 3 feet 3 inches in height. His curly blonde hair is worn to his shoulders and his eyes are a iridescent blue. He wears an open chested blue robe with a white cloak thrown over his shoulders. He wears a high white wizards collar with veins of gold running from the base. He carries his rune carved staff and his waist holds some pouches and a knife and sling tucked into the belt. A white leather backpack with his bedroll and rope affixed to the outside is sling over his shoulders. His Air Gen is a female djinnling named Alara, she is lithe with white skin and billowing blue hair to her waist which floats about her head. She tends to hover near her masters shoulder or sits upon it when resting, being only 10 inches tall.

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quaterstaff 1 0 4 1d6/1d6 n n 20
Sling 1 1in1 1d4+1/1d6+1 n n 22 20 Non proficient. -5 to hit +2 for dex, +1 for halfling = -2
Equipment
Qty Item Location
1 Blue wizards robes Body
1 Cloak Shoulders
1 Belt Waist
1 Small wizard locked belt pouch Belt
1 Wizard locked Backpack (2lbs) Back
1 Knife Pack
3 Torches (1lb each) Pack
1 Bedroll Pack
1 Waterskin (1lb) Pack
1 Dry rations x1 weeks Pack
1 Wizard locked Spell component pouch 1(1lb) Waist
1 Flint and Steel Pack
1 50' hemp rope (20lbs) Pack
1 Wizard locked lightproof scroll case Pack
1 Staff (4lbs) Hand
1 Signal whistle Pouch
1 Soap (1lb) Pack
1 Small silver mirror Pack
2 Chalk Pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 260 0 0 0
Magic Items
Qty Item Location
1 Continual Light Charm on a cord Scrollcase
1 Periapt of wound closure. Neck
1 +1 Ring of Protection Finger/Pouch
1 Gem of Seeing Belt pouch
1 Wand of Wonder (6 chgs) (abqaa makanak) Belt


Gems and Jewelry
Qty Item Location
1 50gp Pearl Pouch
Memorized Spells



Spell Book


Level 1
Affect normal fires
Alarm
Alter Normal Winds
Armour
Avert Evil Eye
Burning Hands
Cantrip
Change Self
Charm Person
Comprehend Languages
Cool Strengh
Cure Light Wounds
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
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' radius
Deafness
Deeppockets
Depth warning
Detect Evil
Detect Invisibility
Dust Curtain
Enlarge desert creatures
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
Sun Dazzle
True Bearing
Wall against noise
Web
Whispering Wind
Wizard lock

Level 3
Clairaudience
Fly
Lightning bolt
Phantom Steed
Tongues

Level 7
Ressurrection


Notes
Weapon Proficiencies: Sha’irs must take the staff as their initial weapon proficiency. For additional weapons, they are limited much like standard wizards; they must choose from among the dagger, knife, jambiya, dart, and sling.
Bonus non weapon Proficiency: Genie lore (14) : normal non weapon proficiencies : Tumbling (17) Swimming (11) Direction Sense (10) Spellcraft (12) Astrology (14)
1 free prob weapon proficiency slot from 3rd level left untaken - Saving for gem cutting
Sha’irs may not use any spells in the standard fashion of wizards. (Their spell-like abilities supersede that restriction, of course.) Nor may they create magical items. However, sha’irs may still use magical items reserved for wizards.
Members of any race may be sha’irs, even races normally forbidden to have magic-users among them. But for races such as dwarves—who have an inherent nonmagical nature—sha’ir abilities fail 20 percent of the time.
At 1st level, a sha’ir can summon a small elemental familiar, which will provide spells, including magics that other 1st-level wizards cannot cast. The act of summoning and binding a gen lasts 1d20 hours. Success is automatic.
3rd level Sha'irs can recognise the work and magic of genies. 5 per sha'ir level. (20 currently)
At 5th level the sha'ir can call a jann within a 10 mile radius x1/Day. Chance is 5 per sha'ir level and if it fails no jann can be called in same location for 48hrs. They offer only food and shelter unless sha'ir is attacked and arrive in 1d6 turns
At 7th level a sha'ir gains elemental protection vs all elements at the same bonus as gen provides and double the bonus for the element of the gen (-4 dam/+4 saves/ -4 to hit) They can also survive on elemental plane for 1 turn per level.
At 9th level a sha'ir can call a genie, with a 5 chance of success per level, who arrives within 1d6 rounds. This can happen x1/week
At 11th level a sha'ir can bind a genie to servitude, after successfully calling it with his previous power. Much bargaining and bribery must take place before the genie may accept. It cannot be bound for no more than 101 days


Spell requests. The base chance of success is 50. +5 per level of the sha'ir. +10 for the spell being a 1st or 2nd level wizard spell. -10 per spell level. -30 for a priest or foreign spell. -10 per failed attempt to fetch the same spell per 24hrs
00 Results: If the DM rolls “00” when checking for success, the gen is automatically delayed 1d10 additional rounds, turns, or hours
Gens take 1d6+1 round per spell level to fetch spells a Mage could normally cast at current level. They take 1d6 turns +1 per spell level to retrieve wizard spells that could not normally be cast. They take 1d6+1 per spell level hours for priest magic.
If the gen succeeds, it returns within 10 feet of its master. The sha’ir can cast the spell within 3 turns or the magic is lost. Damage Etc for the spell reflect the sha’ir’s xp level. Gens can only search for spells when the sha'irs mind is empty. The Gen transmits the verbal and somatic components of the spell telepathically into the sha'irs mind when within range.
Priest spell retrieval:
1st to 2nd Level: The sha’ir suffers an immediate case of the evil eye
3rd to 4th Level: The next attack upon the sha’ir gains +1 to attack and damage rolls for the duration of the encounter. If he casts more priest spells the bonuses stack per encounter (+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. It appears in 1d6 rounds after the spell is cast.
Gens are 8-12' tall, Low int, AC 5, move 9. HP 1/2 master’s current max, HD 1/2 master’s level, THAC0 = monster 1/2 master’s level. 1d6 dam. djinnlings are small air sprites with bluish skin and white hair. Fly at MV 12 (manu class B)
Gens protect their masters against its native element. All attacks from element at -2 to hit, all saves vs element are +2, and dam from that attack are -2/die (min dam 1hp/die). Sha'irs get bonus if within 10' of Gen. Gens sv vs magic at x2 sha'ir level. Alara gives this to Jamal vs electricity/wind attacks.

ALARA female 'djinnling' 10” tall, slight of figure with long white hair and blue skin. A/C: 5 Current Max HPs: 07 No. Atts: 1in1 for 1d6 damage with fist. Fly 12' (Man. B) Save as 10th level wizard: THACO: as 2 HD monster (20?) Usually has invisibility spell active.
Halflings gain a bonus to saves vs poison and magic. For every 3.5 points of constitution they are granted a +1 bonus. Jamal has +3 vs magic and poison.
Halflings gain a +1 to thrown weapons and sling attack rolls.
Halflings gain a -4 to others surprise rolls if not in metal armour and alone or with other halflings or elves and 90+' away from anyone else.
Jamal’s Spell Retrieval Chances
Jamal's base chance to retrieve 1st level spells is 75 For second level spells is 65 For 3rd is 45. For 4th is 35 For 5th is only 25. For 6th Level it is 15 For 7th Level spells is 05
For 1st priest spells it's 35 and for 2nd it's 25 and for a 3rd level it’s 15 and for a 4th level spell it’s 05.
Jamal has an armour spell cast upon his person. It provides an A/C of 6 + his dexterity until 8+1 hp per level of damage is accrued. (12 HPs currently)
Jamal usually tries to ward himself with Armour, Avert Evil Eye, Misdirection, Waterbane and Cool strength spells before travel, waterbane daily.
Jamal usually tries to cast invisibility upon his Djinnling Alara every morning, and upon himself before any travel is undertaken.
As a halfling Jamals abilities fail 20 of the time.
Spells useful to keep in mind for 30 mins :
Flaming Sphere / Improved Phantasmal Force / Levitate / Mirror Image / Shield / ? Charm Person / Spectral Force / Wind Blade / Summon Wind Dragons / FireShield / Wall of fire /Rainbow Pattern / Improved Invisibility / Minor Globe of invulnerability/ Telekinesis/ Shield of Winds / Project Image / Conjure Animals / Prismatic Wall / Symbol / Prismatic Sphere / Shape Change / Weird.
Spells that at higher level can be maintained :
Mount (2 hrs + 1 per level)
Shield (5 rounds per level)
Unseen servant ( 1 hour + 1 turn/level)
Levitate (1 turn per level)
Strength (1 hour per level)
Deeppockets ( 1 day + 1 hour/ level)
Fly (1 turn per level + 1d6 turns)
Infravision (2 hours + 1 per level)
Enchanted Weapon (5 rds / level)
Non-Detection (1 hour / level)
Phantom Steed (1 hour / level)
Protection from Normal Missiles (1 turn/ level)
Water Breathing (1-4 hours + 1 per level)
Polymorph self (2 turns per level)
Airy Water (1 turn per level)
Wind Carpet (1 turn per level)
Anti-magic shell (1 turn per level)








Spell Wards :
Armour (8 hps +1/level)
Cool Strength (12 hours per level)
Waterbane (1 day+)
Avert evil eye (24 hrs/level)
Misdirection (8 hrs)
Wizard lock (until broken)
Continual Light (permanent)
Invisibility (1 day)
Explosive Runes (until triggered)
Sepia Snake Sigil (1d4 days + 1/level)
Fire Trap (until triggered)
Polymorph Other (until dispelled)
Stoneskin (1d4 attacks +1/2 levels)
Seeming (12 hours)
Contingency (1 day/level)
Succour (until activated)
Trap the soul (until released)
Symbol (until activated)
Permenacy
Mind blank (1 day)
Antipathy/Sympathy upon object vs Evil (2 hrs per level)
Invisible Stalker (into a week)
Geas
Permenant illusion
Programmed Illusion (until activated)
Create Soundstaff (until charges used)
Tattoo of power (until activated)
Magic Staff (1 hour/ level)
Life Proof (special/ permenant)
Life Water (1 day)

Animal Friendship (permenant)
Goodberry (1 day +1/level)
Glyph of warding (until discharged)
Snare (until discharged)
Giant Insect (permenant)
Hallucinatory Forest (permenant)
Imbue with Spell ability
Aerial Servant (1 day/ level)
Forbiddance (permemant)
Heroes Feast (1 day)
Live Oak (1 day / level)
Changestaff (until destroyed)






Periapt of Wound Closure: The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally.
Hit Points per level tally
1st level: 4
2nd level: 2
3rd level: 2
4th level: 3
5th level: 3
Caiphas the dao.