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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
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=
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=
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=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
29 IG
Languages
Description
Zair is a relatively pale human with long, jet-black hair that he normally ties in a loose tail. His eyes are a strange, intelligent violet color - Rare for a human, to say the least. His height is average, at about 5'5", though he seems smaller due to a lack of prominent muscles. His usual wardrobe consists of dark shades of light-weight robes. His favorite set is shown in the image at the top of this sheet.
Personality
Zair has personal problems with Bandits and Brigands, and will most likely push the group to attack any that are met unless it's obviously an idiotic move. He is a friendly person, though he most likely won't start up a conversation unless there is some reason for doing so. He's an intelligent man, and it clearly shows in his posture and attitude. He hasn't had much social interaction for a long time, only speaking with his Mentor, Galron. He may come as socially naive, or as quite a brilliant mind, depending on the circumstances.
Character Traits
Quick
Character Flaws
Contacts / Friends
Zair was born and raised in a new settlement on the eastern edge of the Plume, known as Fareach. It was a quiet place despite that many travelers visited on their way to adventure, and Zair grew up listening to wondrous stories of days gone by. The Plume was a large spot of land west of the Kingdom of Garn, and it was home to many a bandit. There were numerous bounties on most of the bandits, and a large number of the adventurers were on their way with their companions to collect some of the gold. The bandits eventually banded together into larger groups, so that they weren't so easily dispatched. One such group decided it would be a good idea to get rid of Fareach, as it was one of the only locations adventurers could rest at for miles. Taking it out would reduce the moral of the adventurers, and it was not likely to be very defended as of yet, if you didn't count the many experienced visitors. They were correct in their assumption, lucky them - The raid was a complete success, and the town was burned to the ground after it was ransacked of valuables and necessities. Zair, only a boy of 14 at the time, was able to escape through use of a Ring of Invisibility that was a gift from his uncle before he went into the Plume to earn his wealth. He fled Fareach and followed the roads for miles while they seemingly passing back upon themselves several times. He wandered the stagnant hills of Coram in search for help, but he did not find anybody. One night, he slept under an overhang. When he awoke, he was in a warm, soft bed in a dimly lit room. The building was clearly made of simple, unrefined wooden logs, and hardly would've kept the wind out, if there were ever any blowing in Coram. He sat up, and wondered where he was, who brought him here, and why? A whisper of a voice told him he was safe here, and he could leave whenever he liked. Zair simply stayed in the bed, half-covered by sheets, and looked around for the origin of the voice. Seeing no one, he asked aloud to the room "Can you help me?". A voice responded, and it sounded like it was only a few feet away. "I could teach you a thing or two, but It will cost you." Zair hadn't brought any money with him, and so he responded "I have no coin to give you...", when he recalled the Ring of Invisibility that he wore on his escape from Fareach, and that it was worth a large sum of gold - or so he had been told. He looked at his hand to find it naked of the familiar piece of jewelery. The voice responded "You could let me keep this ring. It would cover all of the expenses of your stay here." Surprised that he had realized what it did already, he thought for a moment about the choice, and then nodded acceptance of the deal. "Alright, then. We'll start tomorrow morning. For today, I want you to eat, rest, recover your strength. You look like a scarecrow, boy!" Zair got out of the bed and asked the voice "Who are you?". It responded "A friend now, and your new teacher in the magical arts. My name is Galron Laermeluion. And you are...?" "Zair. Just Zair, please... I don't want my last name anymore." "That's an odd thing to say, Zair - But alright, I'm sure you have your reasons." And so it was that Zair was trained by Galron. When at last Zair was ready to go out on his own 6 years later, he bid Galron farewell and promised to return some day to share his stories. Zair was on his way to find a group heading to the Plume, to conduct his revenge on its brutish people. When Zair left the house though, an odd thing occured - he wasn't outside. The Door shut behind him, and Zair was now in another building. Things just got strange.
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
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