Ability Scores
Combat
Armor
Str: 13
Hit Points: 25
Natural armor class:
10
Dex: 14
Base THAC0: 19
Ring of Protection +1 magic adj. -1
Con: 16
Melee THAC0: 19
Staff of Progression +1 adj.:
-1
Int: 17
Missile THAC0: 19
FINAL:
8
Wis: 15
Cha: 15
Weapon Proficiencies
Quarterstaff
Non-Weapon Proficiencies
Spellcraft
Seamanship
Rope Use Astronomy
Weapons
Staff of Progression
Racial Abilities
Detect secret doors - Because of their acute senses, half-elves are
quick to spot concealed doors and hidden entranceways. Merely passing within
10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6)
to notice it. If actively searching, an elf's chances improve to a two-in-six
chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2,
or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to
be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.
Class Abilities
Mage
Hit point bonus - d6 used for Hit Point
die.
Schools of Magic - Alteration, Conjuration/Summoning,
Dimension, Enchantment/Charm,
Force, Illusion/Phantasm, Invocation/Evocation, Necromancy
Items Worn
Ring of Protection +1
Backpack
Psionics
Astral Projection
DM's Notes: Palamar is a relatively new character, though he displays the potential to become very powerful. During a battle with a terrible serpent, Palamar displayed admirable leadership ability. Perhaps captaincy of a ship lies in store for him one day.