-Character sheets (maintained by the DM)
-Character creation details for any/all of BishGada's characters
-Experiences separate from the party
Vir Ke'Sha Tav'Lux
Male Athasian Halfling, Priest of The Lord of Undead level 16 (+1 Quasit Familiar, 17) (CE)
Abilities:
STR 4 (18/00), +3 hit, +6 dmg, 335lbr weight
DEX 18, +2 reaction, +2 missile attack, -4 defense
CON 16, +2
INT 13 (14), WIS 20 (22),
CHA 5, 2 hench, -4 loyalty, -3 reaction adj.
Age 69, HT 3'5", WT 56 lbs
HP calc:
8hp + 8d8 ([8d8]=39) + 9x2 (CON) + 16 (levels10-17) + 16 (familiar)
HP: 97 (79 without familiar)
THAC0: 10 (+6 [+3 STR +2 DEX +1 Halfling] projectile, +3 Melee, +3 Staff Sling) +1 Halfling for thrown weapon or blowgun
AC: -6/(-7 missiles) (-4 DEX, -11 full plate armor+2, -1/-2 Full Body Shield)
Dmg: Sling/Staff Sling (1d4+7/1d6+7), blowgun (1d3+ poison/1d2+poison) sp 5, Morning Star (2d4+6/1d6+7), Sickle (1d4+7/1d4+6)
ROF: Blowgun (2/1), Sling (1/1), Staff Sling (2/1)
XP: 2,000,000 (2,025,000 with the Quasit)
Saves: PPDM 4 (+4 Halfling for poison), RSW 8 (+4 Dex, +4 Halfling), PP 7, BW 10 (+4 Dex), S 9 (+4 Halfling, +4 Wis - mind spells)
Skills: Halfling Resistance (+4), Small-sized bonus
Surprise bonus +4 if alone and without metal armor. +2 if need to open door.
+1 bonus attack rolls when using thrown weapons and slings, blowguns for Athas halfling.
Bonus spells (WIS): 3x1st, 3x2nd, 3x3rd, 2x4th, 1x5th
Immunities ( due to WIS): Cause fear, Friends, Hypnotism, Charm person, Command, Forget, Hold person, Ray of enfeeblement, Scare, Fear, Charm monster, Confusion, Emotion, Fumble, Suggestion.
Granted Powers: 3 times the number of undead affected by turn, +1 HP per die of animated undead, make ghoul (1,000gp) ghast (4,800gp) ju-ju zombie (6,070gp) mummy (11,000gp), vampire or lich (20,000gp)
+3 reaction adj. (DEX)
Familiar Impact: +1 level, regenerate 1hp/round, infravision 60', telepathic connection and senses, 25% MR, +20HP
XP Bonus (10% )
WP(6): Sickle, Blowgun, Sling, Morning Star, Staff Sling, Flail
NWP (13): Botany (1) (Int -1), Speed casting (3) (Wis -2) (-2 CT), Danger sense (2) (Wis -2), Healing (2) (Wis -2), Herbalism (2) (Int -2), Diagnostics (1) (Wis -1), Poisons (2) (Int)
Languages: Common, Halfling, Dwarven, Orc
Gear:
Head – Fetishes, Black hood, Ioun stone vibrant purple prism stores 9 spell levels
Neck - Necklace of trinkets and bones (Pearl of Wisdom), [Un]Holy Symbol (Pearl embedded within), Prayer beads with Gem of Insight weaved between them
Torso – Hooded black coat [10lbr], Backpack [4 lbs] x2, torn leather jacket, shirt /Full Plate Darkened, barely makes sound, when looking at one can see his own reflection wither or ghostly [35lbr]
Hands - Bracelets, Tattoos, Gauntlets of Ogre Power, Blowgun [2lbr], Full body shield
Arms - Snake pet [20lbr]
Waist – Gray leather belt, ingredients pouches x 5 [5lbr], Morning Star [12lbr], Bolt case (50 darts) [6lbr], Bolt case (50 darts) [6lbr],
Sling bullets x10 [5lbr], Staff Sling [2lbr], Stone of Controlling Earth Elementals [1lbr], Potion of polymorph self [1lbr], Girdle of many pouches
Feet – Leather boots
Backpack 1 - Rations, Mace [8lbr], Sickle [3lbr], scalpel [1lbr], torches x10 [10lbr] incense x10 [1lbr], candles x4, Vials and bottles [2lbr], Greek Fire x10 [20lbr], Holy water x10 [1lbr],
Unholy water x10 [1lbr], Mirror, Sling bullets x20 [10lbr], Blackened whip [2lbr], Bed roll, Net [5lbr]
Backpack 2 - Rope [20lbr], Gloves to handle poison [2lbr], 10 rations [1lbr], Potion of healing
Ingridient pouch 1 [10 lbr] - graveyard soil, vial of blood, ...
Ingridient pouch 2 [10 lbr] -
Ingridient pouch 3 [10 lbr] -
Ingridient pouch 4 [10 lbr] -
Ingridient pouch 5 [10 lbr] -
Belt pouch 1 [10 lbr] - Vials of injected paralytic poison (Type O 2x8 doses), Vials of injected death poison (Type E 8 doses), Vials of injected death poison (Type F 3x8 doses)
Belt pouch 2 [10 lbr] - 30gp
Wish list: Grenades of Acid x10 [20lbr], Grenades of Poisonous gas x10 [20lbr], Grenades of explosion x10 [20lbr], Grenades of smoke x10 [20lbr]
Encumbrance: 281lbr - No Encumbrance Mv 6
Spells:
Spheres of Influence: Major Access to All, Astral, Charm, Necromantic, Summoning, Thought (TOM).
Minor Access (1-3 levels) to Combat, Divination, Protection, and Sun.
Bless (1st), Combine (1st), Detect Evil (1st), Purify Food & Drink (1st), Speak With Astral Traveler (1st), Command (1st), Remove Fear (1st), Invisibility to Undead (1st),
Call Upon Faith (1st), Emotion Read (1st), Thought Capture (1st), Magical Stone (1st), Shillelagh (1st), Analyze Balance (1st), Detect Magic (1st), Detect Poison (1st), Detect Snares & Pits (1st), Locate Animals or Plants (1st), Endure Cold/Endure Heat (1st), Protection From Evil (1st), Ring of Hands/Ring of Woe* (1st), Sanctuary (1st), Light (1st)
Sanctify/Defile* (2nd), Enthrall (2nd), Hold Person (2nd), Music of the Spheres (2nd), Mystic Transfer* (2nd), Aid (2nd), Draw Upon Holy Might (2nd), Idea (2nd), Mind Read (2nd), Chant (2nd), Spiritual Hammer (2nd), Augury (2nd), Detect Charm (2nd), Find Traps (2nd), Know Alignment (2nd), Speak With Animals (2nd), Barkskin (2nd), Resist Fire/Resist Cold (2nd), Withdraw (2nd),
... (oh well, I need to rewrite this post...)
Memorized Spells:
1st (7+3): Ebony Hand 2x, Protection From Evil x1, Undead alracity x2, Spectral Senses, Spectral Senses, Analyze opponent, Command, Foresight
2nd (7+3): Chilling Scythe, Hold Person x2, Dark Fire of Beshaba, Augury, Hold Person x1, Find traps x3, Idea
3rd (7+2): Life Drain, Negative Plane Protection, Bestow Curse, Dispel magic x2, Fostered Protection, Etherealness, Mask of Gargauth, Speak with Dead
4th (7+4): Assume undead form x4, Cause Insanity, Free Action x1, Heart Blight x1, Solipsism, Unfailing Endurance, Abjure, Genius x1
5th (5+2): Animate dead monsters x2, Raise Dead, Slay living x1, Imbue undead with spell ability, True seeing, Scourge
6th (3): Conj. Fire elemental, Conj. Fire elemental, Disbelief
7th (2): Creeping doom, Resurrection
Ioun Stone (9 levels):
(Spent/remain to study): Scourge (5), Speak with dead (3), Analyze Opponent (1)
Spells under effect:
Death Pact (until activated)
Gur'Khal-Negh (Quasit familiar)
Stoneskin expired
HD: 3 (16 [20hp [3d8] = 20]) (You rolled better than me... I got 16)
Dmg: 1d2,1d2,1d4
Special Damage: save vs poison or lose 1 Dex for 2d6 hours...
Infravision: 60'
AC: 2
THAC0: 17
Special defense: 25% MR, Save as 7HD
Regeneration: 1hp/round
Abilities: Invisible, detect good, detect magic, polymorph into two animal forms (bat, wolf) at will. Globe of Fear once a day. Commune once a week (6 questions).
Movement: 15
Here they are. Decent hps for the monstrous zombies, good hps for the reg zombie, and pretty low hps for the skels… oh well, at least you said you only want them carrying things
Undead hps: 28, 35, 14
Skel hps: 4, 2, 3, 5
5hp, 2hp and 3hp Skel destroyed)
Spells under effect: (undead minions)
Imbue Undead with Spell ability (skel)
Expires 1AM 4th of Reaping
Total HD of Undead controlled: [46/51]
7HD+6 Troll Zombies =8x3 (24)
7HD+3 Spectre = (8)
3HD+12 Juju Zombies = 4x2 (8)
4HD+3 Wight = (5)
1HD Skeleton = (1)
Mizaru, Kikazaru and Iwazaru
Also named 'William', 'Bert' and 'Tom'
Monstrous Zombies: (Trolls)
Created undead
Hp: 44/44, 43/43, 40/40 (7+6 ea, +1 hp/die granted pow)
AC: 4
Thac0: 13
Att: 3
Dmg: 1d4+4/1d4+4/1d8+4/(claw, claw, bite)
Mv: 12
Sz: L (9 ft)
Wt: 500 lbs
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy
z troll hps [7d8+6]=27+6=33, [7d8+6]=31+6=37, [7d8+6]=30+6=36
Mourkol Al'Aquil
Baklunish M40 Hum
Controlled undead
Spectre

Hp: 41/41 (7+3 HD +1/die)
AC: 2
Thac0: 13
Att: 1
Dmg: 1d8 (Drain 2)
Mv: 15, 30 Fl (B)
Sz: M (6ft)
Wt: N/A
Int: High
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, non-magical weapons
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), Daylight makes them powerless, Raise Dead destroys
Alrius and Nidrith
Spectral Senses with Alrius
Expires 5:10 AM Day 4
Created undead
Native of the Cavern Underdark, (M 145 & 123 Drow)
Ju-Ju zombies
Hp: 21/35 (-14 T), 23/35 (-12 E) (3+12 HD +1/die)
AC: 6 (Alrius AC 4, chainmail +1)
Thac0: 15
Att: 2 or 1 if by weapon
Dmg: 2d4/2d4 (fists), or 1d6+1 (+1 short sword)
Mv: 9
Sz: M (6 ft, 5'6")
Wt: 180, 120 lbs
Int: Low (5-7)
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, electricity, Magic Missile, non-magical weapons
Advantages: Normal init, half damage from fire, can use weapons and simple tactics, Climb Walls (92%), half damage from blunt and piercing, turned as spectre
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial)
Thallena
Created undead
Native of the Cavern Underdark, (F360 Drow)
Wight
Hp: 16/28 (-12 E)(4+3 HD+1/die)
AC: 5
Thac0: 15
Att: 1
Dmg: 1d4 (Drain 1)
Mv: 12
Sz: M (5')
Wt: 100 lbs
Int: Avg (8-10)
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, non-magical weapons that are not silver
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, Raise Dead destroys, Avoid bright light/ sunlight at all costs
Skeletons: (humanoid)
Created undead
Hp: 5 (1+1 +1/die)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d6
Mv: 12
Sz: M (6’)
Int: non
Immune/resistant: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, ½ dmg from edge weapons.
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, only understand simple commands (1 dozen simple words or less)