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Character History
Effinidih does not know her place of birth: she was abducted by slavers as a child of six. She only knows that she was not happy there. Soon after her abduction, she was sold to the sea mage Zarastro. She grew up on his remote island stronghold as a handmaiden to his three daughters.

While there, she learned some of Zarastro's magic, but no enough to become a true sorceress; rather she became a sa'luki bard, a nanny, dancer, entertainer, trickster and dabbler all in one.

Effinidih loved Zarastro as a father, but detested the younger daughters. As they grew up, her situation became more and more intolerable, and she finally decided to run away. This she did with the help of a fisherman who came to sell his catch. She now owes the old man a debt and has a terrible secret, all in one.

Effinidih has grown up in a very sheltered environment, and knows next to nothing of the outside world. This gives her a certain charming naiveté. At the same time, she can be stubborn and cocksure, as she has never encountered serious opposition. She has no real survival skills and no plan on how to survive in the world. She is trusting and honest, and willing to do domestic work as long as it is not too onerous or heavy; she will not do any professional work or manual labor and expects the menfolk to heave in with the heavier chores, such as carrying her rather extensive luggage.

Having heard stories of Huzuz since childhood, Effinidih decided that her courtly graces would do best there. At the same time, she is fearful that Zarastro will demand her back, so she tries to keep out of the public eye.

Dialect: Effinidih normally speaks Midani with a western dialect. This means she uses an e sound were a normal Midani speaker would use an a, o or u sound. So Al Faddi (of siver) becomes El Feddi and so on. As a lady with a proper upbringing, she can speak normal Midani when she puts her mind to it, but this is her usual mode of speaking. It's about as exotic as a American vs. British English.

Personal Information
Name: Effinidih (no family or can) Player: Carl Cramér
Race: Half-Elf Gender: Female Height: 5'2" Age: 23
Class: Bard Level: 5 Weight: 105 lbs
Alignment: Neutral Good
Experience points: 11,500 Kit: Sa'luk
Ability Scores
Str: 9 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Attack Adj.: +0 Damage Adj.:+0 Max. Press: 90 lbs Open Doors: 5
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 12 System Shock: 80% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 8 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 25%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10
Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 15 Spell: 13
Combat
Hit Points: 30
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 17
Armor
Natural armor class 10
Dexterity adjustment -2

FINAL: 8
Armor Spell
Spell armor class (dissipates after 13 damage) 6
Dexterity adjustment -2

FINAL: 4
Weapon Proficiencies
Scimitar
Dagger
Non-Weapon Proficiencies
Ancient History (1)15
Cooking (1)17
Dancing (1)16
Debate (1)17
Display weapon prowess (1)16
Etiquette (1)17
Grooming (2)16
Languages
Elven native
Midani native
Local History (free)15
Musical instrument: dulcimer (free)15
Reading/writing (free)13
Singing (free)15
Spellcraft (1)15
Half-Elf abilities
Resistance 30% resistance to sleep and charm spells.
Infravision Can see up to 60' in darkness.
Spot secret doors 1 in 6 to notice concealed door within 10'.
2 in d6 to spot secret door and 3 in 6 to spot concealed door when searching.
Spells per day
Level 1 3
Level 2 1
Spells Normally Memorized
Magic Missile
Magic Missile
Web
Spellbook
Level 1 spells:
Affect normal fires
Armor
Color spray
Fire Truth (300 gp)
Magic Missile
Spider Climb
Spook
Level 2 spells
Invisibility
Knock
Levitate
Web
Level 3 spells
Flame Arrow
Fly
Haste
Thief abilities
Ability Climb Walls Detect Noise Pick Pockets Read Languages
Dexterity bonus - - - -
Racial Bonus 10%
Starting percentage 50% 20% 10% 5%
Allocated points 70%
Armor bonus (no armor) 10% 5%

Final Score 60% 90% 45% 5%
Bardic abilities
Bardic Knowledge 5% per level to identify a legendary item or to know a relevant piece of information.
Influence reactions Befriend target on failed save vs. paralyzation. Annoy target on success. Save at -1/3 levels (round down).
Inspiration Perform for three rounds to grant +1 save, +1 to-hit and +2 morale within 10'/level and lasting 1 round/level.
Countersong If bard saves vs. musical attack, others within 30' automatically resist. Bard can only walk slowly and a hit or failed save breaks concentration.
Attract followers At ninth level, attracts 10d6 soldiers if a stronghold is built.
Use written items At tenth level, use written magical items with 15% chance of backfire.
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger 18 17 1 (2) 2 d4 d3 P S 1 2 3
Sword, scimitar +1 17 1 5 1d8+1 1d8+1 S M
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 91-90
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying approximately 13 pounds (No Encumbrance, 12 Movement)
Inventory
  • Travel bag
    • Pack
      • Towel
      • Blanket
      • Barbering kit
      • Perfumes
      • Bedroll
      • Toileterries
      • Soap
      • Clothesline
      • Extra clothes
      • Fine clothes
      • Lantern, hooded
    • Instrument case
      • Dulchimer
    • Small strongbox
      • Jewelry worth 300 gp
      • Emerald studded amulet (150 gp) [memento from Akin]
      • Scroll case with "spellbook" (chaotic bundle of scrolls)
      • Any cash that is not carried
  • Large bag
    • Sack
      • Oil, lamp (per flask) x5
      • Candles x12
      • Dry rations (1 week)
      • Wineskin
    • Sack
      • Pots and pans
      • Small stove
      • Scents for fire
    • Bag
      • Pouch of spices
      • Salt (1 lb)
      • Wineskin with cooking oil
      • Flask of vinegar
  • Items Carried
    • Everyday jewelry (worth 1d100 gp)
      • ankle chain
      • bracelets
      • rings
    • Key to strongbox
    • Dagger
    • Spell component pouch
    • Weapon belt
      (only carried when alerted to danger)
      • Scimitar +1 (Tha'lab al maa') and scabbard
      • Wand of Pillows
      • Belt pouch, large
        • Dagger x6
        • Flask of liquid star
        • Potion of Gaseous Form
        • Potion of Extra Healing
    • Belt pouch, large
      • Candle x2
      • Chalk
      • Flint and steel
      • Map or scroll case
      • Mirror, small, silver
      • Sewing needle
      • Perfume
      • Razor (for grooming)
      • Pocket cash
      • Potion of Extra-Healing (2)
  • Spending Money
    • * Gold Pieces x127
    • * Silver Pieces x18
    • * Copper Pieces x12
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