Omar (Mask Campaign)
 STR 12 Chaotic Good
Human Bard
 Equipment:
 string instrument
 INT 15 Level: 6
 WIS 10 HP: 24
 DEX 15  Proficient: dagger,  staff

 

 CON 13
 CHA 16
 COM 13
For Save +3

2E THAC0: 18
3E Attack: +5 (+1 STR)

2E Damage: dagger (1d4)
3E Damage:
dagger (1d4)

2E AC: 9 (+1 DEX)
3E AC: 12 (+2 DEX)

Ref Save +7
Wil Save +7
Skills and Feats

Decipher Script +11 (+9 Rank, +2 Int), Disguise +9 (+6 Rank, +3
Cha), Gather information +11 (+8 Rank, +3 Cha), Hide +2 (+2 DEX),
Intuit Direction +8, Jump +8, Knowledge (Religion) +11 (+9 Rank,
+2 Int), Move silently +2 (+2 DEX), Perform +12 (+9 Rank, +3 CHA),
Swim +6
Combat casting, Iron will, Maximize spell, Silent spell.

Spells (3/4/3):
0th
Daze, Detect Magic, Mending, Open/Close, Prestidigitation,
Read Magic.

1stCharm Person, Cure Light Wounds, Unseen Servant,
Ventriloquism.

2ndBlur, Cure Moderate Wounds, Hold Person, Mirror
Image.

Omar is a traveling bard of mysterious origins. These origins are made more mysterious by Omar through a series of lies about his background. Omar dresses in the fashions of a dozen different lands, often mixing and matching at random. If asked he will proclaim them to be “the latest fashions back home”. He is not a man of violence so rarely carries weapons besides a dagger or walking staff.

Omar often relies on his slick tongue and confusing stories to get him out of most jams. Some rumors, possibly started by omar, place him as an agent of some mysterious political group with secret aims. The Harpers are usually the organization. Mentioned in these rumors. By the beginning of the search for the masks of sorcery omar has offered his services to the wizard Charilus and his granddaughter Elan. Omar serves the wizard as a go between due to the wizards notorious bad temper and lack of patience for any social nice-ities.