Anu-Bara

Human Necromancer/Spellbow/Alchemist/Fletcher

Description:

Level………3 Total exp 22.
Race; Human.
Alignment, Chaotic- good.
Job total: 2.9 Necromancer (1.5)/ Alchemist (0.4)/ Spellsword (0.8)/ Fletcher (0.2)

Strength —9 (+0 bonus)
Constitution —19 (10hp per lv, 19 mp)
Dexterity — 17 ( +2 to AC, +3 hit with ranged, -3 to initiative rolls, 1 attack per round)
Charisma — 12 ( +1 mod)
Perception — 16 ( +2 mod)
Intelligence — 22 ( +4 mod. “recommended maximum” of 3.6 classes, with an absolute max of 4.1, you get additional Combat Proficiencies at the rate of 1 per 2 levels, So you get the standard 3 at 1st level, and you’ll get another at 3rd, 5th, 7th, etc. 8 languages. 8 spells at 1st level for Necromancer, and 4 spells per level after.)
Wisdom —15 ( +2 mod)
Cunning —14 ( +1 mod)
Faith —16 ( +2 mod)
Luck —15 ( +2 to saves)
Hide Armor +2 AC DR 1





Weapon To hit Damage Crit
Shovel +0 +1d6+0 20 / x2
Crowbar +0 1d6+0 20 / x2
Shortbow ( + 1) +4 1d6+1 19-20 / x3
Longbow ( with spirit) // Ghosttouch +3 1d8 20 / x3
Ray touch attack +3 ??? 20 / ???

Profientcies; Bow; Short bow, Improved Critical Short bow (threat 19-20/ damage x3), Mace & clubs; mace, Empower Spell (Metamagic)
Job traits:
(Spellsword) (see reference mat)
(Necromancer) Spellcasting; All Undead created gain +4 to Str & Dex and +2 Hp per hit dice;
Domain of Deity (Anubis)
Lv 1 Choose to Turn or Rebuke Undead with each attempt
Spells < Nameofspell(level acquired and book) >
Level 0:
Disrupt Undead (-1)
Inflict Minor Wounds (-1)
Negative Energy Cascade (-1 Ssethregore book)
Arcane Mark (-1)
Detect Magic (-1)
Purify food and Drink (-3)
Level 1:
Chill Touch (1)
Inflict Light Wounds (-1)
Negative Energy Ray (-1)
Painless Death (-1 Ghostwalk book)
Skeletal Companion (-1 Arcanis pdf)
Undead Familiar 1 (-1)
Subtle Prestidigitation (-2 Aranis pdf).
Ray of Enfeeblement (-3)
Level 2:
Spectral Hand (-2)
Deadman Shackles (-2 Magic of Arcanis)
Bleed (-2 Arcanis pdf)
False Life (-3 Totem and Blood)
My Master Allows (-3 Arcanis pdf)
Level 3:
Halt Undead (-3)

(Alchemist) Crafting points Total 600
To make any given item, roll 3d10. Add the level of the item. Subtract your Perception bonus. If the total is less than your Intelligence, the item is successfully created. Otherwise, the Craft Point/s and half of the gold used is lost, and the item was a failure.
Alchemists may also attempt to identify an unknown substance or potion by spending 1 gold on materials and making the above Intelligence check with a difficulty modifier of +10.

Level 1 100 Craft Points
Level 2 200 Craft Points, +1 Int bonus
Level 3 300 Craft Points
Recepies
Acid 5 gp, 1 Craft Point to make 1 flask
Disappearing Ink 5 gp, 1 Craft Point to make 2 vials
Scentbreaker 5 gp, 1 Craft Point to make 2 pouches
Tindertwig (2nd lv) 5 gp, 1 Craft Point to make 10
Phantom Ink (2nd lv) 5 gp, 1 Craft Point to make 1 vial
Suregrip (2nd lv) 10 gp, 2 Craft Points to make 1 application

(Fletcher) Crafting points Total 600
(see alchemist on how to craft)
Level 1 +100 Craft points
Level 2 +200 Craft points +1 Dex bounus
Level 3 +300 Craft Points
Recepies
Normal Arrows 5 gp +1 Cp to make 200
Normal Bolts 5 gp +1 Cp to make 100
Silver Arrows 5 gp +1 Cp to make 10
Silver Bolts 5 gp +1 Cp to make 10
Short Bow 15 gp +3 Cp to make 1
Darts 5 gp +1 Cp to make 200
Barbed Arrows (2nd lv) 5 gp, 1 Craft Point to make 50
Barbed Bolts (2nd lv) 5 gp, 1 Craft Point to make 50
Masterwork Arrows (2nd lv) 35 gp, 7 Craft Points to make 10
Masterwork Bolts (2nd lv) 35 gp, 7 Craft Points to make 10
Longbow (2nd lv) 37.5 gold, 7 Craft Points to make 1
Light Crossbow (2nd lv) 17.5 gold, 3 Craft Points to make 1
Javelin (2nd lv) 5 gp, 1 Craft Point to make 10
Masterwork Darts (2nd lv) 35 gp, 7 Craft Points to make 10

Items:
1 Composite Shortbow, 1d61 dmg, x3 base Critical, character must be size Small or larger to use while mounted. * bought with loan money*
Comes with one quiver of 20 arrows. You’ll have to purchase any additional arrows yourself, but at 1 gold per 20 for normal ones it’s not too much of a burden
Spell book, Magic Ink, Inkpen, Hide Armor, Crowbar (mace & club prof. 1d6/x2), Shovel, Back pack, Lamp (common), Oil 2 flask, Ring of Protection, Ring of Freedom of Movement, Longbow (Ghosttouch with soul, see bio)

Lorinel prerequisites: COMB 101, Faith 101 ADVE 101. Extra Faith 204, Craft 101 & 103, Magi 201 (composit short bow)
Lorinel loan
9,375 gold. You’ll have 6 months after graduation to pay it off before it starts gaining interest

Bio:

From a different time and planet, Anu-bara seeked knowledge of how to protect the Pharaohs in booth life and death. In seeking this knowledge he finds him self at the doors or Lorinel. While it is a strange place, he sees that this place is full of knowledge.

Anu-Bara

Settling Debts Zandervalord