Hamish

Male Hobbit (Dougal's twin brother)
*Level 6 Monk - path of the Black Fist
*Level 6 Magic User
Religion: Barosa (Lawful Neutral)
===Combat Stats===
Hit Points: 	24.5 	Base THACO: 18
Armour Class 	6 (monk) -3 (prot) -2 (bracers) = 1 	Missile dodge roll 11
Main Weapon 	+2/+2 Staff (runic) with paralysis
+1/+1 Staff spell store D6/D6	+1 hits/round (specialisation) +3 monk damage +2/+2 specialization
Open Hand 	2-8 dmg, 3/2 attack/rd 	Stun on >= 4 to hit (Blackfist)
Base movement: 	20" (Free Action) 	Surprised: 24%
Base Saving Throws:	Para/Poison/Death 12 Rod/Wand/Staff 9	Petr/Poly/Missile 11 Breath 13   Spell 10
Saving throw mods 	No damage on save. 	All +3 (ring of prot), Dodge +3 (Dex 17), Poison +3 (Con/4), Mental +1 (Wis 15)
===Stats===
Stat	Current	Effects 	Base Stat	Familiar Changes	Items/Status mods
Str 	15 	Weight Allowance +200 	15 	0 	
Con 	13 	 	13 	0 	
Dex 	17 	+3 ("Dexterity gives them no armor class
adjustment") +2 React/Attack	16 	0 	+1 from familiar at 6th
Int 	13 	Learn Spell: 55% Max Spells/lvl: 9-1=8 Min spell level: 6
Bonus Spells: 1 * 1st level.	13 	0 	
Wis 	15 	Mental saving throw +1	15 	0 	
Cha 	10 	 	10 	0 	
===Monkish Thieving abilities===
Ability 	Chance	Base	Race Mod	Dex Mod 	Other Mods
Pick Pockets 	N/A 	 	 	 	
Open Locks 	52% 	47% 	 	 	
Find/Remove Traps	50% 	45% 	 	 	
Move Silently 	57% 	47% 	 	 	
Hide In Shadows 	82% 	37% 	 	Familiar +5%/mage lvl	
Hear Noise 	30% 	20% 	 	 	
Climb walls 	77% 	92% 	 	 	
 	 	 	 	 	
Monkish abilities
* speak with animals as druids
* mask the mind so that ESP has only a 30% chance of success (-2% per monk level >4)
* not subject to diseases of any sort
* never affected by haste or slow spells
* self-induced catalepsy to appear dead for 2 turns/level
* focused blow +2 to hit and damage multiplied by normal number of attacks
===Familiar===
Baby Cthulu
Level 	Character Adjustments 	Familiar HP	Ability
Summoning	-1 All stats. -2HP, -1 max spell.	 	
Level 1 	+2HP +1 Wis 	4HP 	Latent: Mage gains +5%/lvl Hide In Shadows
Level 2 	+0.5HP +1 Str 	1HP 	Latent: 1/day Mage can move at double movement rate for 5 round (even applies if mounted/flying etc.)
Level 3 	+0.5HP +1 Int 	2HP 	Manifest: Mage and familiar gain +3%/lvl magic resistance
Level 4 	+0.5HP +1 Dex 	2HP 	Manifest: Feather fall 3/day
Level 5 	+0.5HP +1 Con 	1HP 	Latent: Mage immune to haste/slow effects except cast on self or by familiar
Level 6 	+0.5HP +1 Cha 	2HP 	+1 Dex
Total 	 	12 HP 	
===Hit Point History===
Level	Monk Hps	Mage Hps	(Monk Hps+Mage Hps)/2	Familiar Adjustment	Level Total
1 	8 	4 	-> 6 	0 	6
2 	3 	4 	-> +3.5 	 	
3 	3 	4 	-> +3.5 	 	
4 	3 	3 	-> +3 	 	
5 	2 	4 	-> +3 	+0.5 	+3.5
6 	3 	3 	-> +3 	+0.5 	+3.5
Total	 	 	 	 	24.5
===Weapon Proficiencies===
Staff: Specialisation: +1/+1, Specialisation: +0.5 Att/Rnd, Specialisation: +1/+1, Specialisation: +0.5 Att/Rnd
1 Monk , 1 Mage, +1 at 3rd monk, +1 at 5th monk = 4 total
===Skills===
Speak Common,
Speak Ariel,
Read/Write Common,
Cooking,
Tanning,
Pottery (at 6th monk), TBC (at 7th mage)
===Spellbook===
Level 1: 5/day 	Write, Charm Person, Magic Missile, Unseen Servant, Friends, Sleep, Jump, Identify
Level 2: 2/day 	Mirror Image, Web, Strength, Detect Invis, ESP
Level 3: 2/day 	Lightning Bolt, Fly, Water Breathing, Haste, Leomund's Tiny Hut, Dispel Magic (& Enhanced)
Enhanced Dispel Magic can be a 4th-level spell or use 2x3rd-level slots. 
Either cast as 10 levels higher caster or roll twice and take best roll.
Automatically dispels spells at level where not memorised (i.e. not my top 2 levels)
Failed spells 	Feather Fall, Shield, Levitation (78 @ 3rd), 
Invisibility (91 @ 3rd), Knock (69), Wizard Lock (60), Stinking Cloud (56!)
Untried spells in spellbook	Affect normal fires, Detect Magic, Comprehend Languages, Push
Cont Light, Locate Object, Rope Trick
Blink, Clairvoyance, Monster Summoning I
"Forgotten" spells 	none so far!
===Personal Items===
* Bracers Of Resilience +2 AC, Cannot be worn with any armour, -10% damage taken – from any source (round up on the damage saved)
** a gift from the Elves on the death of Sorlor and restoration of King Hentron
=== Party Items ===
*Party's Boots of Free Action
*Runic +2 staff with a paralysis attack (9 charges, recharge with Enchant Weapon)
*Ring of protection +3
*Staff +1/+1 with spell storage for one level 1-3 spell - kept as a spell store
*+1/+1 'Superior' staff (spare - on mule)
*Normal staff (spare - on mule!)
*Healing salve (D4)
*Hamish normally carries the 'group' Wand of MM
==Day 35-41 – The fourth week in Northlake==
Supports the runners with the majority of the party, whilst you can follow the same technique as Bazin, your lack of Elven written skills does limit your effectiveness somewhat in that you end up passing up some elements of dross.
==Day 28-34 – The third week in Northlake==
(See Dougal!)
==Day 21-27 – The second week in Northlake==
(See Dougal!)
==Day 14-20 – The first week in Northlake==
Dougal and Hamish make their way to the Barosan shrine in the city, a small affair to be found in the Eastern Quarter. The visit turns out to be extremely frustrating, from what you can gather whilst you are welcome at the shrine and will receive shelter there, to gain access to see any of the Enlightened you need to have been on the pilgrimage to the Golden Pagoda. The issue is that no-one will tell you where it is, claiming that your own insight should lead you there.
More successful is a visit to a mapmaker, who explains to you a little about the map you are using and can if required provide on commission are more up to date map – this will cost 1 Gold
==Background==
A citizen of Sabarath, you and your brother had spent the last of your savings to join a caravan heading for Stormhaven, looking to secure a place at the Royal College of Magic. The local college calling itself Magicology had a very good reputation, but maintained a level of snobbery are regards the purity of magical study. The current President of the college believes that only dedicated magic users will be able to achieve the standards required. From what you had heard, Stormhaven had a number of colleges that specialised in those who combined an understanding of the arcane arts with other fields of specialization.
But your planned enrollment never happened, your group was about 2 days out of Stormhaven when it was caught up in the flood of refugees fleeing the city. Since then you have been living a nightmare of fleeing East trying to avoid Elven raiders who seem to kill indiscriminately.
At last, tired and hungry you arrive in a small village, Braerk, that apart from the large number of refugees still seems untouched by the invasion.
You start with:
1 Weapon of choice
Spellbook:
 Spells: Write, Charm Person, Magic Missile, Friends, Unseen Servant