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Razir Zen'helif


Personal Information
Name: Razir Zen'helif Player: Matthew Polis
Race: Human Gender: Male Height: 5'11"
Class: Mage \ Cleric Level: 8/9 Weight: 153 lbs
XP: Not Given Next Level: 135,000/450,000
Kit: Springlord Alignment: Lawful Good
Eyes: Silver Blue Hair: Black Deity: Ilmater
Age: 22
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -10% Climb Walls: +0%
Con: 13 System Shock: 85% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 10 Polymorph: 10
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 20
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 16
Armor
Natural armor class 10
Unknown adj. -1
FINAL: 9
Weapon Proficiencies

Sling
Footman's Mace
Morning Star
Staff

Non-Weapon Proficiencies
Herbalism 15
Reading\Writing 18
Spellcraft 15
Engineering 14
Navigation 15
Riding, Land-based 19
Direction Sense 17
Running 7
Ancient History (Sword Coast, Calimshan, Thay, Icewind Dale) 16
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Sling
16
1
6
1d4+1
1d6+1
B
S
10
20
40
Footman's Mace +1
15
1
6
1d6+2
1d6+1
B
M
Inventory
  • Items Readied
    • Sling
      • Sling Bullets (x40)
    • Footman's Mace +1
  • Items Worn
    • Robe
    • Cloak
    • Boots
    • Belt Pouch
      • *43 Copper Pieces
  • Items Carried
    • Chastity Rope
    • Vial of Holy Water (x3)
    • Elixir of Health
    • Spell Book
    • Spell Components
Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: T Mummy or 7 HD: 7 Ghost or 10 HD: 16
Zombie: D* Ghast: T Spectre or 8 HD: 10 Lich or 11+ HD: 19
Ghoul or 2 HD: D Wraith or 6 HD: 4 Vampire or 9 HD: 13 Special: 20
Shadow or 3-4 HD: D # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage
4
3
3
2
Cleric
6
6
3
2
1
Character Description and History

Razir is the son of Ordric Zen'helif. He was taught the arcane arts by Ordric until the one day that he saw the priests of Ilmater flagilating themselves in the view of the public. He was awe-struck by the dedication of these devout friars. It was then that he knew that his true calling was to be a cleric of Ilmater. When he first told his father his plans, Ordric became furious that his son wished not only to abandon his studies but also his religion. He forcefully kept his (assumedly) misguided son by locking him in the top level of his tower. His heart soon grew soft and he started feeling sympothetic towards him, realizing that he was the same way as a child. He let Razir out and told him that he could do whatever his told him. 

Soon after,Razir joined the local Monastery of Ilmater (which was more like a barn) and devoted his life to his new deity. Now he is a pacifist, fighting only when necessary and only casting spells of healing and protection. He has vowed never to kill the humanoid races of any good alignment. He has also vowed to be chaste and keep his poverty.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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