Name: Mihoshi Class Fighter
Race /Sex: Human / Female Level 8
Hit
Points 60 0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
Experience 125,001
Armor: 0 Next Level 250,000
Appearance :
Beautiful
young woman
with Golden
blond hair and
blue eyes.
Age: Young (21)
Height: 5’9”
Skin: Dark Sun Tan
Build: Slender
Hair: Blond
Eyes: Blue
Airhead, Ditz,
Very Clumsy
Extreme good and bad luck
Mihoshi is a lieutenant in the King’s
Rangers.
Mihoshi is a closet alcoholic.
Mihoshi often gets depressed and
cries.
Mihoshi believes in fate and destiny.
Strength 17
To Hit
+1
Damage
+1
Carry
+500gp
Bend Bars
13%
Dexterity 13
Reaction Defense Pick Pockets
N/A
Pick Locks
N/A
Constitution 17
HP / Level
+1
Shock
91%
Resurrection
94%
Intelligence 10
Max Spell
N/A
Know Spell
N/A
# Min /Max
N/A
Wisdom 10
Willpower
0
Bonus Spells
N/A
Spell Failure
N/A
Charisma 18
Henchmen
15
Loyalty
+40%
Reaction
+35%
Abilities
Tracking Outdoors
50%
+02 / creature
-10% / day
-25% / hour weather
Tracking Indoor
½ normal
Ranger Ability
Good Luck x 4
Alter 4 die rolls /
hour
Bad Luck Aura
-4 (-20%) to all
rolls 10’ radius
Probability
Travel through
doorways 5%
Weapons Attacks
Damage
S&M / L
+Damage + Hit
Range
-0/ -2/ -5
Length Space Weight Ammo
Sword (long) Magical +2 3/2 1-8 / 1-12 +1 +2 (-4) +1 +2 (-4) 3’
Normal bolts 0 0 0 0 0 0 0 0 0
Special Bolts in quick loaders
3 +2 Bolts 1-3 + 2 0 0 0
3 Cause Crit 3-24 + 3 w/ crit roll 0 0 0
3 Fire Trap 1-3 + 12 0 0 0
3 Frost Trap 1-3 + 12 0 0 0
3 Shock Trap 1-3 + 12 0 0 0
6 Sleep Arrows (Sprite friends) 0 0 0 0 0 0
Crossbow (mini) Dwarven Repeater 3 shot. 3 / reload 3 1-3 / 1-2 +1 (-4) +1 (-4) 4 / 8 / 12 18”
Dagger 3/2 1-4 / 1-3 +1 (-4) +1 (-4)
Long Bow 2 1-6 / 1-6 +1 (-4) +1 (-4)
Lance 1 2-7 / 2-12 +1 (-4) +1 (-4) Double damage vs charging opponent
Armor: Head Chest Back Arms legs No Dex Weight gp Speed “
+3 Chain front and back 0 2 same 18”
+2 Grieves on legs (leather) 4 18”
+2 Bracers arms (leather) 2 / 2 18”
+2 Helm 1 18”
+2 Small Shield 1 0 2 / 2 18”
Roll to hit Armor Class /
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
Saving Throws:
Paralyzation, Poison,
Death Magic 8
Petrification,
Polymorph 9 Rod, Staff, Wand 9 Breath Weapon 9 Spell 10
(-4) (-4) (-4) (-4) (-4)
Items: Length Weight Items: Length Weight
Chain mail Blouse and skirt +3 w/ deepockets
Crossbow Mini Dwarven Repeater 3 Shot (Deeppocket)
Crafted for 17 strength 1-4 / 1-3 +1 / +1 4 / 8 / 12
Long Sword +2 (scabbard on belt) 3’ 1 fast-loader 3 bolts (deepocket) 0 0 0 black
Shield +2 (shield arm) 1 fast-loader 3 bolts (deepocket) 0 0 0 red
Grieves +2 (legs) 1 fast-loader 3 bolts (deepocket) 0 0 0 blue
Bracers +2 (Arms) 1 fast-loader 3 bolts (deepocket) 0 0 0 yellow
Helm +2 (Head) 2 fast-loader 3 bolts (deepocket) 0 0 0 0 0 0 green
Dagger (Belt) (3) Mini Bolts (Deepocket shell vest) 0 0 0 silver
Cloak (9) Mini bolts (Deep pocket shell vest) 000 000 000 wood
3 Dwarven locking shackles [handcuffs] (deepocket)
Spell Book (Mihoshi is not really a Ranger Class Fighter and should never get magical spell abilities)
1st
2nd
3rd
1st
2nd
3rd
4th
Yukinojo: Magic Item; Phantom Steed
This magic item appears to be a large cotton ball which will stick to any garment or armor. Mihoshi wears it where her right back
pocket would be. Upon speaking the command word, “Yukinojo”, it will summon a Phantom Steed as if by a 12th
level Illusionist
once per day for 12 hours. The being summoned is always the same, named Yukinojo, and is very highly intelligent, being able to
talk and read in many languages and he has a photographic memory. He is Mihoshi’s friend and will always seek to aid her, even if
summoned by another. He will normally converse only with Mihoshi and is quite a know-it-all.
Yukinojo can sustain double the amount of damage (24 hit points) as a normal phantom steed and as a phantasm is immune to
non-magical attacks. After sustaining 24 hit points of damage or being dispelled he will disappear back to his normal illusionary
plane of existence and cannot be re-summoned until 24 hours have elapsed.
Yukinojo is subject to dispel magic, dispel illusion, and protection from evil or good. He can only physically affect the body of the
person who summoned him otherwise he is an illusion. He does not need to eat, drink, or rest. He saves as a 12th
level Illusionist and
if he successfully saves his rider is also assumed to have saved, otherwise the rider may try to roll their own saving throw.
Yukinojo has the following additional abilities:
Photographic Memory, He remembers Maps, Wanted Posters, Directions, etc. It is better to brief Yukinojo about a
mission rather than to brief Mihoshi.
Find the Path once per day for 12 turns, and he will remember the directions after this.
Tracking outdoors as a ranger (90% follow). Find / Identify tracks (75%). Always knows North / South / East / West, hour
of day, day of year, the direction of the nearest body of water, and he can identify edible and poisonous plants.
Surprise 50% of the time and is surprised only 16 2/3% of the time unless his rider (who is usually sleeping) or others are
making noise.
Speak with animals.
As a phantom steed Yukinojo moves at 48” maximum, he leaves no tracks and makes no sound in moving, he can walk over sand,
mud, water, and even air (though no vertical movement) as if it were dry ground.
Paralyzation, Poison,
Death Magic
11
Petrification,
Polymorph
9 Rod, Staff, Wand 7 Breath Weapon 11 Spell 8
Phantom Steed (Conjuration / Phantasm)
Level: 3 Components: V; S, M
Range: Touch Casting Time: 1 turn
Duration: 6 turns/level Saving Throw: None
Area of Effect: Special
Explanation / Description: When this spell is cast the illusionist creates a quasi-real, horse-like creature. This creature can be ridden only by the illusionist who created it, or by any person for whom the illusionist creates
such a mount specifically. All phantom steeds have black heads and bodies with gray manes and tails, and smoke-colored, insubstantial hooves which make no sound. Their eyes are milky colored. They do not fight, but all
normal animals shun them, so only monstrous ones will attack. If more than 12 points of damage accrue to such a mount, the dweomer is dispelled and the phantom steed disappears.
A phantom steed moves at a maximum rate of 4” per level of the spell caster. It has what seems to be a saddle and a bit and bridle, but it cannot carry saddlebags and the like - only its rider and what he or she carries. These
mounts gain certain powers according to the level of the illusionist who created them:
8th level: Ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th level: Ability to pass over water as if it were firm, dry ground.
12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly.

Character sheet mihoshi

  • 1.
    Name: Mihoshi ClassFighter Race /Sex: Human / Female Level 8 Hit Points 60 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 Experience 125,001 Armor: 0 Next Level 250,000 Appearance : Beautiful young woman with Golden blond hair and blue eyes. Age: Young (21) Height: 5’9” Skin: Dark Sun Tan Build: Slender Hair: Blond Eyes: Blue Airhead, Ditz, Very Clumsy Extreme good and bad luck Mihoshi is a lieutenant in the King’s Rangers. Mihoshi is a closet alcoholic. Mihoshi often gets depressed and cries. Mihoshi believes in fate and destiny. Strength 17 To Hit +1 Damage +1 Carry +500gp Bend Bars 13% Dexterity 13 Reaction Defense Pick Pockets N/A Pick Locks N/A Constitution 17 HP / Level +1 Shock 91% Resurrection 94% Intelligence 10 Max Spell N/A Know Spell N/A # Min /Max N/A Wisdom 10 Willpower 0 Bonus Spells N/A Spell Failure N/A Charisma 18 Henchmen 15 Loyalty +40% Reaction +35% Abilities Tracking Outdoors 50% +02 / creature -10% / day -25% / hour weather Tracking Indoor ½ normal Ranger Ability Good Luck x 4 Alter 4 die rolls / hour Bad Luck Aura -4 (-20%) to all rolls 10’ radius Probability Travel through doorways 5% Weapons Attacks Damage S&M / L +Damage + Hit Range -0/ -2/ -5 Length Space Weight Ammo Sword (long) Magical +2 3/2 1-8 / 1-12 +1 +2 (-4) +1 +2 (-4) 3’ Normal bolts 0 0 0 0 0 0 0 0 0 Special Bolts in quick loaders 3 +2 Bolts 1-3 + 2 0 0 0 3 Cause Crit 3-24 + 3 w/ crit roll 0 0 0 3 Fire Trap 1-3 + 12 0 0 0 3 Frost Trap 1-3 + 12 0 0 0 3 Shock Trap 1-3 + 12 0 0 0 6 Sleep Arrows (Sprite friends) 0 0 0 0 0 0 Crossbow (mini) Dwarven Repeater 3 shot. 3 / reload 3 1-3 / 1-2 +1 (-4) +1 (-4) 4 / 8 / 12 18” Dagger 3/2 1-4 / 1-3 +1 (-4) +1 (-4) Long Bow 2 1-6 / 1-6 +1 (-4) +1 (-4) Lance 1 2-7 / 2-12 +1 (-4) +1 (-4) Double damage vs charging opponent Armor: Head Chest Back Arms legs No Dex Weight gp Speed “ +3 Chain front and back 0 2 same 18” +2 Grieves on legs (leather) 4 18” +2 Bracers arms (leather) 2 / 2 18”
  • 2.
    +2 Helm 118” +2 Small Shield 1 0 2 / 2 18” Roll to hit Armor Class / 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 Saving Throws: Paralyzation, Poison, Death Magic 8 Petrification, Polymorph 9 Rod, Staff, Wand 9 Breath Weapon 9 Spell 10 (-4) (-4) (-4) (-4) (-4) Items: Length Weight Items: Length Weight Chain mail Blouse and skirt +3 w/ deepockets Crossbow Mini Dwarven Repeater 3 Shot (Deeppocket) Crafted for 17 strength 1-4 / 1-3 +1 / +1 4 / 8 / 12 Long Sword +2 (scabbard on belt) 3’ 1 fast-loader 3 bolts (deepocket) 0 0 0 black Shield +2 (shield arm) 1 fast-loader 3 bolts (deepocket) 0 0 0 red Grieves +2 (legs) 1 fast-loader 3 bolts (deepocket) 0 0 0 blue Bracers +2 (Arms) 1 fast-loader 3 bolts (deepocket) 0 0 0 yellow Helm +2 (Head) 2 fast-loader 3 bolts (deepocket) 0 0 0 0 0 0 green Dagger (Belt) (3) Mini Bolts (Deepocket shell vest) 0 0 0 silver Cloak (9) Mini bolts (Deep pocket shell vest) 000 000 000 wood 3 Dwarven locking shackles [handcuffs] (deepocket)
  • 3.
    Spell Book (Mihoshiis not really a Ranger Class Fighter and should never get magical spell abilities) 1st 2nd 3rd 1st 2nd 3rd 4th Yukinojo: Magic Item; Phantom Steed This magic item appears to be a large cotton ball which will stick to any garment or armor. Mihoshi wears it where her right back pocket would be. Upon speaking the command word, “Yukinojo”, it will summon a Phantom Steed as if by a 12th level Illusionist once per day for 12 hours. The being summoned is always the same, named Yukinojo, and is very highly intelligent, being able to talk and read in many languages and he has a photographic memory. He is Mihoshi’s friend and will always seek to aid her, even if summoned by another. He will normally converse only with Mihoshi and is quite a know-it-all. Yukinojo can sustain double the amount of damage (24 hit points) as a normal phantom steed and as a phantasm is immune to non-magical attacks. After sustaining 24 hit points of damage or being dispelled he will disappear back to his normal illusionary plane of existence and cannot be re-summoned until 24 hours have elapsed. Yukinojo is subject to dispel magic, dispel illusion, and protection from evil or good. He can only physically affect the body of the person who summoned him otherwise he is an illusion. He does not need to eat, drink, or rest. He saves as a 12th level Illusionist and if he successfully saves his rider is also assumed to have saved, otherwise the rider may try to roll their own saving throw. Yukinojo has the following additional abilities: Photographic Memory, He remembers Maps, Wanted Posters, Directions, etc. It is better to brief Yukinojo about a mission rather than to brief Mihoshi. Find the Path once per day for 12 turns, and he will remember the directions after this. Tracking outdoors as a ranger (90% follow). Find / Identify tracks (75%). Always knows North / South / East / West, hour of day, day of year, the direction of the nearest body of water, and he can identify edible and poisonous plants. Surprise 50% of the time and is surprised only 16 2/3% of the time unless his rider (who is usually sleeping) or others are making noise. Speak with animals. As a phantom steed Yukinojo moves at 48” maximum, he leaves no tracks and makes no sound in moving, he can walk over sand, mud, water, and even air (though no vertical movement) as if it were dry ground. Paralyzation, Poison, Death Magic 11 Petrification, Polymorph 9 Rod, Staff, Wand 7 Breath Weapon 11 Spell 8 Phantom Steed (Conjuration / Phantasm) Level: 3 Components: V; S, M Range: Touch Casting Time: 1 turn Duration: 6 turns/level Saving Throw: None Area of Effect: Special Explanation / Description: When this spell is cast the illusionist creates a quasi-real, horse-like creature. This creature can be ridden only by the illusionist who created it, or by any person for whom the illusionist creates such a mount specifically. All phantom steeds have black heads and bodies with gray manes and tails, and smoke-colored, insubstantial hooves which make no sound. Their eyes are milky colored. They do not fight, but all normal animals shun them, so only monstrous ones will attack. If more than 12 points of damage accrue to such a mount, the dweomer is dispelled and the phantom steed disappears. A phantom steed moves at a maximum rate of 4” per level of the spell caster. It has what seems to be a saddle and a bit and bridle, but it cannot carry saddlebags and the like - only its rider and what he or she carries. These mounts gain certain powers according to the level of the illusionist who created them: 8th level: Ability to pass over sandy, muddy, or even swampy ground without difficulty. 10th level: Ability to pass over water as if it were firm, dry ground. 12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly.