Hazphar Pharates

A Tale to Tell
Illuminate, Initiate of Red Moon · Magician of the Marble Phalanx
Hazphar Pharates
Illuminate, Initiate of Red Moon and of the Seven Mothers  ·  Magician of the Marble Phalanx
Personal Information
SpeciesHuman HomelandCarmania, Jhor GenderM OccupationMagician, Marble Phalanx Age31 CultureLunar Heartlands HandednessR ReligionIlluminate, Initiate of Red Moon & Seven Mothers

Characteristics
StatsCurrentOriginalRacial
STR10103d6
CON10103d6
SIZ14102d6+6
INT18102d6+6
POW19103d6
DEX20103d6
APP14103d6
Derived Stats
Move:3 (10 on horse)
DEX SR:1
Fatigue:20-14=6
 
Magic Points:19+14
 
Hit Points:12+12=24

Defense
Melee d20 · Missile d20
LocationMeleeMissileArmourCostEnc.APHP
Head19–2020Cuirboulli + Soft Leather29.50.8548
Left Arm16–1917–19Cuirboulli + Soft Leather29.50.8546
Right Arm13–1516–17Cuirboulli + Soft Leather29.50.8546
Chest1210–15Cuirboulli + Soft Leather591.7410
Abdomen09–1107–09Cuirboulli + Soft Leather29.50.8548
Left Leg04–0804–06Cuirboulli + Soft Leather591.748
Right Leg01–0401–03Cuirboulli + Soft Leather591.748
Total2958.5 24

Weapons
WeaponAttackParryDamageSRCostEnc.AP
Scimitar50391D6+2(+5)52001.510
Hatchet431D6+16250.56
Medium Crossbow70202D4+11 per 34004.88
Hatchet (thrown)301D61/4
Buckler21491D4612018(+5)
Total7457.8

Magic
Spirit Magic: 86
Spirit Magic Spells: Heal 1, Protection 1, Bladesharp 1, Befuddle (2), Multimissile 1.

Divine Magic: one use
Divine Magic Spells: Mindlink 4, Madness x3, Spirit Block 3.

Power Spirits Total MP: 38
Magic Spirit One — INT 18, POW 15, Magic Points 15
Sorcery: Duration 86, Intensity 72, Multispell 65, Range 60. Damage Boosting 81, Damage Resistance 90, Cast Back 80.
Free INT: 15
Magic Spirit Two — INT 14, POW 15, Magic Points 15
Spirit Magic 100: Protection 2, Detect Enemy, Detect Gold, Second Sight, Heal 4.
Matrices: Light, Speedart, Disrupt, Mobility 4, Mindspeech.
Free INT: 12

Note: Hazphar is also protected by a Damage Resistance intensity 5 spell.
Hazphar has Cast Back and Damage Resistance at Intensity 5 every week, renewed by his Magic Spirit. For this adventure the same spirit has cast Damage Boosting on the scimitar and Damage Resistance on the buckler — both Intensity 5, one week duration. In melee he casts Befuddle at each foe (using Combine), Amplifying if few targets, then Protection 4 on three allies. If mounted he casts Mobility on his horse and an Amplified Speedart on a hatchet. In missile exchange he uses Amplified Disrupts and probably Protection on himself.

Skills
Agility
Boat (05)
Climb (40)43
Dance (10)−ENC
Dodge (05)−ENC24
Jump (25)−ENC50
Ride (05)72
Swim (15)−5×ENC
Throw (25)
Communications
Act (05)
Bargain (05)
Fast Talk (05)62
Orate (05)80
Sing (05)
Languages
Pelorian100
Tarshite65
Trade42
Pavic40
Knowledge
Animal Lore (05)42
Evaluate (05)60
First Aid (10)37
Human Lore (05)54
Law (10)
Martial Arts (00)
Mineral Lore (05)
Plant Lore (05)38
Read/Write (Pelorian)92
Read/Write (Tarshite)68
Read/Write (Pavic)30
Shiphandling (00)
Treat Disease (05)
Treat Poison (05)
World Lore (05)60
Manipulation
Conceal (05)
Devise (05)51
Play Instrument (05)
Sleight (05)
Perception
Listen (45)48
Scan (25)45
Search (25)51
Sense (00)
Track (05)
Stealth
Hide (10)
Sneak (10)−ENC
Magic
Ceremony (05)84
Enchant (00)89
Summon (00)93
Amplify72
Combine85
Distance58
Prolong78

Equipment
Hazphar wears a bezainted hauberk, with cuirbouilli armour elsewhere. He carries his scimitar and buckler, while his crossbow, 15 bolts, and two hatchets are within easy reach on his horse. He wears a string bracelet with a bow string wound into it — the bow string holds his Speedart matrix, very difficult to detect even with Soul Sight. The Light, Disrupt, and Mindspeech matrices are on a knucklebone in one of Hazphar's earrings. The Mobility matrix and a 14 MP store are on a silver button on a chain around Hazphar's neck. He also wears a bronze torc binding his three Power Spirits and two Magic Spirits. Spell matrices (except Speedart) are usable only by Seven Mothers Initiates; the torc only by Lunar College members. A bronze bell buckle fashioned into a grimacing face houses a bound pain spirit. His horse carries three 5 litre water skins, basic equipment, and the items mentioned above. Hazphar's Ritual Spell matrices are back in Pavis at the Seven Mothers' temple.

Background & Personality
Hazphar is proud of his noble lineage, but joined the army to escape the constant webs of bickering and intrigue that plague the Empire. He had particular success in the Lunar Colleges of Magic, before being assigned to the Marble Phalanx. He now hates his choice of career, having been tied down in Pavis for too long. He met Dalamides at a party in the Silk'n'Plume, and decided to join his venture merely for the excitement.
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