Abrex Myzeen    (Human M Faris )
Character Information   
Name: Abrex Myzeen XP/Next lvl: 15033 / 16000
Class: Faris HP:curr/max 22 / 32
Alignment: LN AC:reg/rear/no shield 0 / 2 / 1
Race: Human Level: 4
Age: 18 Height: 71
Weight: 160 Gender: M
Encumbrance: Movement: 12
Languages: Common/Midani
Ability Scores   
STR: 16 (0 to hit, +1 dmg, +35, 1-3, 10)
INT: 18 (7 languages 85 9/18 10 XP bonus)
WIS: 10 (0 0 5 --)
DEX: 17 (+2 +2 -3)
CON: 15 (+1 90 94 0 Nil)
CHR: 14 ( 6 +1 +2)

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

Notes:

Description and Background   
Description:
Abrex is fairly tall and wears Splintmail armor carries a shield and longsword. Blond hair blue eyes sets him apart from most of the crowd.

Background:
Abrex hails from Huzuz where he was born to a Wizard mother (Adi Myzeen) and a Fighter/Thief father (Baruk Myzeen). They were both employed by the church for the God Learned Zann Zann (At a high level in the church) who his mother worshiped. His father fell in love with his mom and he became a follower as well. Abrex initially followed his fathers path as a fighter but eventually wants to follow his mothers skills. Abrex decided to travel and learn more of the lands of fate with the blessing of the church.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Knife 1 2 1d3/1d2 n n 17 Knife Stats: wt: nil | size:small | type:Piercing/slashing | speed factor:2 | Dmg: s/m: 1d3 Lrg: 1d2
Longsword +1 3/2 5 1d8+4/1d12+4 y n 17 Specialized LS +1 to Hit +2 Dmg, Str +1 Dmg, +1 Longsword to Hit and Dmg
Composite Long Bow 2/1 50/100/150 3 / n n 17 Dex +2 to hit
Sheaf Arrows 2/1 50/100/150 1d8/1d8 n n 17 18
Equipment
Qty Item Location
1 Dark Blue Cloak, Breeches, 1tunic, Belt 7 lbs Turbin and desert clothes worn
1 Large Pouch 1 lb 1gp Belt
1 Small coin pouch left side .5 lbs Free Belt
1 Small gem pouch right side .5 lbs 7sp Belt
13 Days of rations Backpack
1 Backpack Free Back
1 Waterskin Free Backpack
1 Bedroll Free Backpack
3 Torches Free Backpack
1 Flint and Steel Free Backpack
1 50' of hemp rope Free Backpack
1 Boot knife Free Right Boot
1 Large Sacks A 2 sp Backpack
1 Large Sack B 2 sp Backpack
6 Lamp Oil 6 cp Backpack
1 Whetstone 2 cp Backpack
1 Buckler 1 gp Left Arm or Back
1 Splintmail Armor 80 gp Worn
1 Zann's symbol is a fountain's jet. 25gp Neck Hidden
1 Camel 50 gp - 30 GP named Steed of Fate
1 Riding Tack and saddle bag Camel's back
1 Camel 50 GP - Named Camel of Fate
1 saddle bags for second camel Camel's back
3 Greek fire Backpack
2 Holy Water Backpack
3 Large Sacks Backpack
3 Small Sacks Backpack
1 Quiver Back
4 10 Gallon Waterskins 2 on each camel Camel's back
1 Silk Rope 50' Backpack
14 Camel Feed 7 days on each camel Camel's Saddle bags
2 Buckets Camel's back
1 backpack Waterproof with bullseye flaps front and back for DriftGlobe. The Backpack can be discarded quickly but still keep the bullseye lanter attachment in place. Back
1 map of Muluk and Environs map case #1
1 map of the Burning Lands map case #2
1 Sleep water Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
13 2 5 1 7
Magic Items
Qty Item Location
1 Elixer of health Backpack
1 Extra Healing potions Backpack
1 +1 Longsword Belt
1 Glowing Globe (Driftlight) Hovering over Right Shoulder
2 Glowing Feather (Continual Light) backpack
1 Flask of Magical Water from the Fountain Backpack


Gems and Jewelry
Qty Item Location
3 100 gp pearl Small gem pouch
3 50 gp garnets Small gem pouch
Memorized Spells



Spell Book



Notes
Weapon Proficiencies
Weapon Proficiencies - Tight Group Blades (2), Composite Longbow (1), Specialize Longsword (1)

Saving WP lvl 3 and 6 for

Tight Group Clubbing Weapons: Belaying pin*, Club, Footman's mace, Horseman's mace, Morning star, Warhammer.

Non Weapon Proficiencies
Free - Religion Wis 0
Blind Fighting (2) N/A
Heraldry (1) Int 0
Etiquette (1) Cha 0

Tri Class
Build Plan
Tri-Class Faris7/Holy Assassin8/Sha'ir1

Faris Kit 4 +2 Level 3 & 6
Tight Group Long Blades: (2) (Bastard sword, Katana*, Long sword, Scimitar, Two-handed sword), Composite Longbow (1), Specialize Longsword (1) Saving WP lvl 3 and 6 for Tight Group Clubbing Weapons: Belaying pin*,
Club, Footman's mace, Horseman's mace, Morning star, Warhammer.
Holy Assassin kit 2 +2 Level 4 & 8 Tight group Short Blades - (Dagger/Dirk, Knife/Stiletto*,
Main-gauche*, Short sword/Drusus*). Ambidextrious and Two Weapon Style.
Sha'ir kit 1 Staff 1 Reuired by Sha'ir kit
Inventory
Backpack, belt pouch (small), Belt, waterskin/wineskin, 1 weeks standard dry rations, bedroll, 3 torches, flint & steel, 50' of hemp rope, 1 x knife, boots, cloak, & basic clothing desired to be wearing.

Knife Stats: wt: nil | size:small | type:Piercing/slashing | speed factor:2 | Dmg: s/m: 1d3 Lrg: 1d2

Religion
Abrex is a follower of

Learned Zann Zann is the scholarly deity of learning and intelligence of Zakhara. He is one of the eight Great Gods of the Land of Fate and preaches the value of studying and understanding, of seeking new and preserving old knowledge. Zann's symbol is a fountain's jet.
Faris info
Faris (Holy Warrior) +4 to encounter reactions with same religion.

A holy war is more than just a mobilization of an army in
a religious fervor. In Zakhara, it is also an opportunity for
spiritual redemption for those fighting the war; if they
fight the good fight, their souls will be redeemed,
regardless of any past sins. Since no mortal is without sin,
the opportunity for a free pass to the paradisiacal afterlife
is hard to pass up. A holy war is thus a “good war,” one
which enjoys the popular support of its people. Warriors
engaged in it are not mindless slaves blinded by literal
adherence to holy texts; rather, they are popular, living
champions of their people and their faith.
The farisan (FARE-iss-ahn) of the Land of Fate are
such warriors. They are devoted to their cause, drawing
power from the faith of the people, acting as model
champions.
Requirements: None. Although all alignments are
represented among this group, by far most of them are
good. Paladins in particular are attracted to this kit.
Farisan may be either gender and any race. The unisex
title is faris (FARE-iss). The optional feminine title is
farisa (FARE-iss-ah).
Role: Farisan are champions of their faith and their
people, in that order. Each warrior is bound tightly to
one faith and one deity or recognized pantheon, much
more so than even paladins, who are often attracted to
the concepts of “good” and “law” in and of themselves,
without concerning gods.
This devotion to faith does not negate the thought
processes of the farisan. One popular legend about this
group describes a faris who is deceived by an evil priest
into acting against his god. The holy warrior recovers
himself, slays the priest, and goes on to fight valiantly
in the service of his deity. This legend has several
variations, and the class of tale is dubbed tahrik min
qad, which means “moving through the flame.”
Farisan also feel a concern for the common people.
This is not restricted to folk who share the respective
faiths of the farisan; it includes all who may be brought
to the “true path” that a faris professes. Leaders,
wealthy merchants, scribes, and adventurous types
usually have their own agendas; they receive less
concern. But common folk—herdsmen, artisans, small
merchants, and the like—can be brought into the fold.
Farisan seek always to conduct themselves in a manner
that inspires the common folk. The willingness to die
for one’s cause is part of that inspiration.
Within this normal role there exists a wide latitude
for farisan personalities, ranging from firebrands and
berserk warriors to more thoughtful planners and
popular leaders. The clergy are well served by farisan,
and a number of holy warriors are among their
retainers and bodyguards.
Some farisan are intolerant of clergymen and holy
warriors with other belief systems, including paladins.
Such groups are perceived as wrong-headed rivals who
seek to lead the people astray through their false
concepts. Under the best of conditions, this dislike is
manifested in a redoubled effort by farisan to prove that
their own faith is more secure, their own life more worth
living than that of a rival (even a rival faris). Under the
worst of conditions, it results in the intolerant holy war,
sweeping a land clean like a desert wind.
Weapon Proficiencies: Farisan are not restricted
in weapon use, but a proficiency with some form of
sword is recommended for the initial slot. Further, if
priests of a holy warrior’s god use a certain weapon,
then the warrior should take a proficiency in the
same weapon.
Nonweapon Proficiencies:
l Bonus Proficiencies: Religion.
l Recommended, General: Debate, artistic ability,
etiquette, singing.
l Recommended, Warrior: Any.
l Recommended, Priest and Wizard: Ancient
history, reading/writing.
l Recommended, Rogue: Ancient history.
l Forbidden: None.
Equipment: Farisan initially may purchase any type
of armor and equipment. They are encouraged to
purchase the holy symbol of the deity or deities of their
choice, as well as the holy works or writings for that
faith if they can read.
Special Benefits: A faris gains a +4 benefit to
encounter reactions with other members of his or her
personal faith, including both laypersons and clergy.
The faris may stay at appropriate local temples, recruit
helpers, and borrow equipment—all free of charge.
The period of a loan never exceeds a week. If a
borrowed item is damaged or lost, the holy warrior is
responsible for its replacement; furthermore, he or she
loses the encounter reaction bonus described above
until that replacement takes place. Temples never lend
magical items to friendly farisan, regardless of their
faith or stature.
Special Hindrances: Much like mamluks, farisan
are obedient to their organizations, although in this
case the organizations are churches or faiths. A faris
may be called upon to redress attacks against his or her
church and its devoted members. Action is the
expected response to such a call; the faris must be
wi
Marching Orders
Single File Marching:
Rahkeem (Corsair)
Abrex (Faris)
Anuzal (Saluk/Askar)
Emma (Sorceress)
Jamal (Sha'ir)
Benham (Sha'ir)
Asad (Mercenary)

Does that mean that the double to two by two march would be the following:

Double File Marching:
Rahkeem & Abrex
Anuzal & Emma
Jamal & Benham
Asad
Notes/Hints/Important Info
www.unseenservant.us/forum/viewtopic.php?f=443&t=6193

http://www.unseenservant.us/forum/viewtopic.php?f=644&t=7100
Priest of Learned Zann - Abrex's god.

Main info of Sacred Scroll quest. Recently, a clay tablet bearing the seal of Al-Anwahr was uncovered by nomads and sold for a princely sum in Muluk. I purchased this tablet and sent a large expedition to excavate the site and search for The Eleven Baneful Gates. No news was heard from them for months, and soon divinations revealed that they were all slain at the ruins. Through my divinatory magic and astronomical calculations, I have determined that the you are currently the group of people most likely to succeed in discovering the fate of the sacred scroll.
Glowing Globe (Driftlight)
Glowing Globe (Driftlight)
A glowing globe is a luminous glass globe that always floats above and just behind the shoulder of the person who first touched it. Its brightness is controlled by silent use of the owner's will, varying from completely dark to blinding (a brief flash; creatures within 40' of the flashing globe save vs. spell to avoid being blinded for 1-6 rounds). Such a globe can be removed from an owner's control by remove curse or a limited wish, whereupon the next being to touch the globe inherits control of it. A glowing globe does not give off any heat. It has an AC of 4, and can be shattered (causing a blinding flash, as above) by doing it 14 points or more of impact damage; magical or normal fire, cold, and lightning will not harm it. It cannot be made invisible except by use of a wish. A glowing globe is affected by changes in its owner's state, and drops to the ground, lightless, if its owner is killed, petrified, goes ethereal or astral, or travels to another plane without taking the globe along. Control can be gained by any being touching such a lifeless globe. If a sling or harness is thrown over it, a glowing globe's levitation can allow it to carry up to 20 pounds. Any weight above 21/2 pounds causes a globe to slow to the pace of a slow walk movement of 6. Some mages reduce their size and move along with a globe, though this mode of travel is hardly common.