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This character sheet is for the Star of Enerithan PBEM AD&D game. It is currently under construction pending HTML finalizing & DM approval.


Samhein’s stats for the Spelljammer Play-by-Email campaign are as follows:

Samhein’s stats in terms of the AD&D universe are as follows:

Personal Information
Name: Samhein Greystar Player: ~me~
Race: Human Gender: Male Height: 5'10" Weight: 150 lbs
Class: Mage Level: 6 Alignment: Lawful Neutral
Kit: Privateer
Ability Scores
Str: 17 Stamina: 19 Weight Allowance: 485 lbs Bend Bars/Lift Gates: 7%
Muscle: 15 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 14 Aim: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Balance: 12 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 17 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 12 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2
Class Abilities
Mage, non-specialist
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy



Items of note: Ring +1, Wand of Conjuration {# of charges = 10}, Scrolls: Levitate, Darkness 15' radius, and Wizard Lock.

Other stuff: Wheel lock pistol w/ several rounds, dagger, staff, spellbook, several sets of clothing & some personal items, bag of components.

Secondary Skills: Helmsman/spelljamming, Navigation/wildspace.


Personal History/Spelljammer Play-by-Email game:

Until recently a salvager operating out of Garden, Samhein lost his ship and crew, including his wife, to an attack by illithid slavers. He alone escaped, though not by design: the last illithid volley split his ship, and he was swept off into wildspace, barely reaching a lifeboat, from which he watched his companions herded aboard the slaver's ship. He was soon rescued by a tradesman and put off at Pirate's Port on Garden, whereupon he immediately sold off his magical items {save his wand and ring} for the purchase of a dragonfly, which he has named the Reaching Wraith . He also hired on 8 sailors of dubious skill and backgrounds to man her. However, the 'Wraith and the hired crew were lost in an attack by Neogi in an unknown sphere [Ragespace]. He managed to escape them as well, however, thanks to his fickle luck. He drifted for some time on a bit of flotsam, the lone survivor from both ships, and was rescued once again, by a Hammership seeking to exit the sphere. He took service as a helmsman, working his passage to ~~[wherever we begin the game~~.


Samhein appears outwardly cheerful and of sarcastic humor. However, he secretly wrestles with the guilt he feels at the loss of his wife and two full crews, thinking that he should have been captured with them or perished in battle rather than gotten free by chance. He now bears a deep hatred of slavers and will do all he can to thwart or slay any he comes across, where possible.


Samhein appears as a longhaired blond human male, wearing a longcoat of deep black, over a captain's shirt, pants & boots. One feature others may note as odd is an elaborate pentacle tattoo which is centered over his left eye. This is both a family heraldric symbol and a sign of his blood: his mother was half-Reigar. His pistol is slung at his left hip, and his wand hangs opposite in a custom leather sling. He has worked several concealed slings & pouches into his clothes to hide his spellbook and holdout weapons and items he may need to hide in a pinch.

Magic User Level 6

Hit Points: 28

Spellbook Contents currently by level:

1st: cantrip, Read magic, Armor, Color Spray, Chromatic orb, Comprehend Languages, Detect magic, Feather fall, Hold Portal, Identify, Magic missile, Mending, Message, Protection from Evil, Shield, Shocking grasp, Sleep, Unseen servant

2nd: Alter Self, Continual Light, Darkness 15'r, Detect Invisibility, Invisibility, Levitate, Know Alignment, Vocalize, Wizard lock

3rd: Dispel Magic, Explosive runes, Fireball, Fly, Lightning bolt, Protection from Normal Missiles



Hey you! If you want to learn more about what Spelljamming is, and the campaign world this character is from, please go visit this link!