Phantas Most Wanted

the following have been sent in:

 Phule's Company 'The Early Years' as in before
              The Helm of Reg' Reb' Lik'
 

Let me tell you a story of high adventure.  O.k. not so high adventure,
 it's actually more like medium altitude adventure.  But interesting
none the less.  Maybe.   Our story consists of a small party of adventurers
from across the world of Phan.  It's a rather strange group at that.

     Phule: The leader, kind of.
     Phule is a soldier.  A Professional.  And as such, can be a real
bore.  He not all that much fun to be around, but makes of for that
in battle.  He likes to have a "plan" and rarely does anything without
some thought.  He's a jack of all trades in the weapons fields, the
result of a martial life.  The one thing that gives him true joy is
being in the mountains.  That and cleaving Orcs in two.  Phule has
an almost Dwarven hatred of Greenskins.
 
 

     Tylyn: The "Babe", but a babe with attitude.
     Tylyn is the parties cleric, but do not be fooled by her beauty
and calm demeanor, she can kick some major ass.  Tylyn is a fighting
monk, who is a priestess of Gabion.  She's generally quiet and reserved.
 The other party members don't make her the butt of many jokes, for
fear of a boot to the head.  Which she has done to a couple of party
members already.  Ghost being a favorite target, when he is visable.
 Tylyn often uses her looks and features to help her.  One primary
instance is flashing her breasts at male opponents in order to gain
an advantage in combat.

     Stout: The Ranger, or the "Stuck up Elf", or the "Pointy Eared Snob"
                         But on the whole good guy.
     Stout, you would guess is an elf.  And you'd be right.  Stout
loves his bow.  He takes it everywhere.  Come to thing about it he
even sleeps with it.  Hmmmmm.  Anyway.  Stout is pretty damn hot with
his bow and like to call his shots.  He also packs a bandoleer of throwing
daggers, he uses when in close.  Stout can have a 'Holier than thou
attitude'.  Which isn't always a problem, but does get annoying sometimes.
 Stout is the 2nd in command of Phule's Company (sometimes the leader,
but just when Phule is out getting some).  Like all rangers, Stout
loves the wilderness, especially the forest.  He does have a major
falcon fetish.  The result of being silly and not taking the Falconers
Kit.  So he is always on the look out for falcons.
 

     Ghost: The Thief, but not a very good one.
     Ghost is a thief that's not very good at what he does.  But don't
tell him that.  All his successes are due to his amazing abilities,
or so he thinks.  If he missed a trap, it was because it was undetactable.
 Ghost does like to steal though.  To the point that he frequently
dips into party member's purses.  Not very nice is he?  But he sometimes
saves the day.  Ghost has a tendency to pick up weapons he is not proficient
in.  Despite his non-proficiency in these weapons does quite well with
them.  He also has a love affair with his elven clock.  He is rarely
seen without it.  Or should I say rarely seen with it.  He also packs
a couple of crossbows.  The result of one of his non-proficiency, pick
up whats available trips.  One is a repeating light crossbow, with
six round clips.  The other is a hand crossbow, with some poison bolts.
 

     Nanoook: The Barbarian, or the guy that rushS in to battle and
               gets the party in a ton of roc droppings.
     Nanook is big.  And I mean BIG.  It's a shame he doesn't have
the brain to go with the body.  Nanook is pretty smart when it comes
to the area and customs of his native lands.  But he's not in his native
lands anymore.  He is often a bigger pain in the ass to the party than
an asset.  He has a major distrust of magic, and currently Chadwick
the parties mage.  Of course Chadwich brought that on himself.  Nook
is also quite taken with Tylyn.  Of course Tylyn made the mistake of
knocking Nook out one day which just reinforced the barbarian's desires.
 Nanook has the nasty and annoying habit of breaking magic items.
This has resulted in injury a number of times, and he shows no sign
of contecting to two.
 

     Chadwick: The Mage, or the Cowardly Magic User
     Chadwick is a young, up and coming mage.  And that's not really
the good news.  Chadwick is also a bumbling mage.  While generally
a better mage than Ghost is a thief, that is not always the case.
In combat Chadwick will normally float around invisible.  To get E.P.
he will cast one magic missile and then flee or turn invisible again.
 He also taunts Nanook to no end.  Which has resulted on numerous attempts
on Chadwicks life by the barbarian.
 
 

     These are the current members of Phules Company.  The good, the
not so good, the beautiful, and the ugly, the smart and the real dumb.
 More members may be added as the party adventures.  Until then.

     Darbee, the Dragon Ho


One of the most impressive characters I've had is undoubtedly Akira. He
started as a first-level ninja, but during one of his quests, he was ordered
to bring a cup from a dragon-guarded mountain. Akira found the cup, but
before he brought it back, he drank from it, and became immortal
(highlander-type: only head severed means death). Akira then decided to
abandon his clan, and become a mage. He killed quite a number of other
immortals, but ended up under a glacier. Eventually, he came out, and
discovered his clan had been wiped out. Now, he travels the world as a good
spirit, or at least, that's what people think he is. Actually, he's a
600-year-old Ninja/Mage, immortal...

Alignment: Lawful Good
Ninja/Mage levels 6/12
Strength 8
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 10
Charisma 12

Work out the rest of the stats as you like for your NPC, I lost the sheet
some time ago. Akira carries some powerful magical items, such as bracers of
protection (AC 0), a Ninja-To +4, and a cloak of displacement. When he came
out of the ice, he decided either to become a god or to die trying. He wants
to earn the right by helping people, and making them his followers. (Some
think he's an avatar, especially after having his legs sliced off and STILL
frying his opponents with fireballs and lightning bolts, or the heavier
spells if he's in the mood...

Mathijs Cuijpers
 



 Here is a brief background on Peckler Merlin Smith and Hector.  This is done so will better understand how I play the characters and so you
can use them as NPC's in your world.

THINGS TO KNOW ABOUT P.M.S.:

   1.He wears two (2) rings besides his proctection ring, I was brought up that all the rings will work 100% correct.  Dependin upon the
     situation/adventure certain rings will be worn.
   2.He has his familiar with him 99.99% of the time (the other .01% he is no more than 5 segments away out of sight/sound from normal
     vision).  Familiar's name is Bloody (AC: 2, 14 hit points)
   3.The Cloak of Protection is made from dragon scales and other magical items which weren't fully explained to me at the time;
     unfortunately the DM who helped/worked with etc PMS is no lomger alive.  It took over 1 & 4 months real time playing 2-3 hours per
     time, 4 times per week.  The only other information I have about the cloak is that if anyone tries to take it from its original wearer without
     consent they must make a saving throw at minus 3 or die on the spot, should they make the s.t. they would then 'only' get 6d4 plus 10%
     damage; if the same person attempts to remove it again they die and NO SAVING THROW.
   4.Use 'resonable judgement' here, he doesn't go anywhere without Hector.  Even if it would mean speeding up the process - it won't be
     done.
   5.P.M.S. has two mounts, Walnut (heavy war horse) and Eli (griffon).  Walnut has 21 hit points, AC 4 (+4 leather) and the usual
     assortment of items needed to safely and successfuly ride a horse [blankets, harness, etc.].  Hector is the normal rider of Walnut and
     brings along enough grain for 4 full days meals.  Eli's normal rider is P.M.S., has 52 hit points AC:3, gets 3 attacks per round, class 'D'
     when riden, takes no more than two rounds to get up to full speed.  Walnut and Eli don't have a problem with P.M.S. or Hector riding
     either one of them.  They do have a problem if anyone else tries to ride them.
   6.P.M.S.'s spellbook is so vast because he has been around since 1980.  He has traded for and bought spells.  If a trade were to take place
     (50 %) the spells MUST be within one level of each other.
   7.The segment of the adventure P.M.S. does a mind bar followed by mind over matter (Psionics).  The same procedure is done each and
     every morning; it should be understood by the DM that this is his normal routine, just like breathing - it is the way we are.
   8.Currently he has 83,257 experience points.
   9.There are 6 henchmen working for him back on his home world (Zoqua) clearing some land.
  10.If his hit points ever get 50% or lower (from the start of this adventure) at anytime he will leave the current enviroment; leaving Bloody
     to tell Hector where he is and how to get there if needed.
Things to know about Hector:

     'Adopted brother' of P.M.S..  Was found on the Smith's doorstep some 14 + years ago.  Was always treated as one of the Smith's.
     Dislikes PMS's brother, Lamentic LE M/U, and vowes with his life's blood to have his revenge on the head of the one who killed hisbest
     freind's parents.  As you can deduce he is extremely loyal to PMS and will not stop his attack if in battle unless PMS utters a command
     to do so.
     Hector has five ( 5 ) henchmen working the land with PMS's workers.
     Keeps his treaure in PMS's portable hole and at the conclusion of each adventure donates/gives away 10-20% of treasure
     found/won/taken etc.
     Currently has 42,245 experience points

CHARACTER SHEET FOR PECKLER MERLIN SMITH

Class: CL/MU    Level: 9/7    Alignment: N    Race: Human    Diety: Thoth
Religion: Egyptian    Movebase: 12    Secondary Skill: Chemist ( 96% accurate)

                                        CHARACTER ABILITIES
S: 14    I: 18    W: 19    D: 14    CO: 14    CH:15    MAX HIT POINTS THIS ADVENTURE: 72

                                ARMOR CLASS: - 5 & 35 % MAGIC RESISTANT
Bracers of Defense AC: 2, + 4 Cloak of Protection, + 3 Ring of Protection, Boots of Elevenkind and standard other gear

SPELL BOOK:
Level 1: detect magic, write, feather fall, magic missile, read magic, find familiar, sleep, comprehend languages, enlarge,
spider climb, identify, erase, shrink
Level 2: wizzard lock, knock, levitate, stinking cloud, web, invisibility, strength, rope trick, scare,shatter
Level 3: slow, gust of wind, fireball, lightning bolt, phantasmal force, fly, tongues, water breathing, suggestion, dispell magic, clairaudience,
explosive ruins, monster summoning 1, clairvoyance
Level 4: dig, dimension door, ice storm, polymorph self, remove curse, monster summoning 2, extention 1, hallucinary terrain
Level 5: cloudkill, wall of iron, passwall, teleport
Level 6: enchant an item, invisible stalker, controll weather

RINGS: + 3  & + 2 Protection, Free Action, Shooting Stars, Swimming, Invisibilty

RODS: None                                                            POTIONS: animal controll, climbing, extra healing, fire resistence, healing
STAFFS: Curing, Serpent, Withering                          KNOWN LANGUAGES: common, alignment, elvish, dwarfish, halfling, white
WANDS: and silver dragon and lastly troll

PORTABLE HOLE:
    Armor types: + 2 cloak, 3 normal cloaks, 2 robes, + 1 chainmail, + 1 small shield, + 1 large sheild, bracers of defense (ac: 5), boots [ (h,s), (l,h),
(h,h) ]
    R/S/W: Curing, Serpent, Withering, Fire, Frost, Wonder  {THESE ARE FULLY CHARGED}
    Weapons: + 3, + 2, + 1 and 2 normal maces, 2 (+1) daggers, normal dagger
    Potions: extra healing ( 2 ), healing ( 3 ), animal controll, longgevity ( 4 ), undead controll (2)
    Scrolls: (A) word of recall, heal   (B) cure critical wounds, raise dead    (C) cure light wounds, detect magic, purify food and drink
    Religious articles: 12 vials of holy water, prayer beads, 6 bundles of incense sticks
    Money: 875,000,000 platinum, twenty units of 2,000 powdered diamonds in seperate flasks (for future spell)

MISC. in use:
5 empty flasks, 5 empty vials, Necklace of Prayer Beads { 3 Beads: (1) bead of curing, (2) bead of karma, (3) bead of windwalking, Holy Symbol, +
2 dagger, + 3 mace, portable hole, robe, wand of fire, 2 large pouch belts, large sack, spellbook, small backpack

PSIONICS:
    3 Minor Disciplines ( cell adjustment, mind over body, detection of good/evil )
    2 Major Disciplines ( teleportation, mind bar )
    Attack Modes: d,e,b
    Defense Modes: j,h,f
    Recovery of points: walking 3/hour, sitting 6/hr, resting 12/hr, sleep 24/hr
    IMMUNE TO: cause fear, charm person, command, friends, hypontism

That is the BASICS for Peckler Merlin Smith.  Now you can see why you can use him but only as a NPC.  If any 'common' item is needed but not
listed presume he has it unless you need to see the full equiptment list and full contents of his portable hole.

                              CHARACTER SHEET FOR HECTOR

Class: Fighter    Level: 6    Alignment: N    Race: Human    Diety: Thoth    Religion: Egyptian
Movebase: 24    Secondary Skill: Sailor ( fresh AND salt water )

S: 18/96    I: 15    W: 13    D: 17    CO: 18    CH: 15            MAX HIT POINTS: 65

Armor Class: - 2 {Defensive adjustment (-3), Plate Armor, Great Helmet, Gauntlets of Dexterity, Boots of Speed }

Weapons: + 2 two handed sword, normal two handed sword, normal battle axe, + 2 dagger, + 1 dagger, normal dagger,
+ 2  1/4 staff

Misc.: 100 feet rope, three tourches, large sack, small sack, 5 flasks of oil

That is Basic Hector.  He is a fighter and good at his craft.
Exreldious Skie

This was a charachter originally modeled somewhat after Raistlin (go figure) of Dragonlance except he was a little more grounded (and wasn't sickly). He started out as a Magic User who had to battle (with his friends) a series of three dark magic users, for some reason these three would always back away from fighting him (he couldn't figure out why). When the first Campaign ended (in a world of my own creation) the Party split up (known as the company of Elessa). Exreldious searched for more power, he was a LE MU about 11th level. I adapted the "Desert of Desolation Series" (Forgotten Realms) to fit my needs. basically I made the Demi-God Martek the "good guy god" in my Campaign and the Bad Guy God was simply known as the Dark One. Well Exreldious traveled back in time and imprisoned Martek and created the Desert of Desolation. As he hopped forward in time he had to make three stops-guess where they were? He faced his younger (and somewhat good) self. Finally he arrived at the right time and ventured into the Desert of Desolation to raid the various tombs of the Series. Right on his heels was a party of adventurers sent by one of his former friends. Needless to say this party set Martek free. The "Dark One" actually turned out to be Exreldious, a human who had achieved immortality. With Martek free, however, a war (that very nearly destroyed the campaign setting) soon followed. By the end of the stalemated war Exreldious was a F/MU 20th/31st level of LE alignment - and way out of control. So the other DM and I created a son for Exreldious who was just as ambitous but not as powerful. This evil son joins the heroes of the day and they magically bound Exreldiuos and fittingly turned him over to Asmodeous (who was not a big fan of him). The son went on to try and conquer the world but simply did not have the influence of his father. Exreldious did escape his Bindings, however, he was immediately captured while trying to re-enter the campaign. One self sacrificing charachter volunteered (a player actually did this) to trick Exreldious into going to Ravenloft. There the PC sold their soul to have Exreldious turned into a Vampire. As such he has never been able to escape.

Jheirl Correlin aka Hunter
by kdawg140@geocities.com
Elf/dragonmyst clan male Choatic good ac4 mv12 Fighter/mage lv 8/8 hp76
thaco13 Ml13 age 20 (kinda young for a elf)

Str14
Dex12
Con17
Int18
Wis9
Cha15

Height- 5ft 5 inches             hair-blonde
Weight-101 Ibs                  eyes-green

Damage-weapons-
Long sword  1d8 s-m 1d10 l      +2 dmg (specialized)
Long bow, by arrow
Spear 1d8 s-m, l

magic items-
2potions of healing
*Mysterius necklace
Elven mithril chainmail
Elvenmithril long sword+1
potion, unknown
Ring of three wishes (2 left)
srolls(m)- shocking grasp, detect magic, lightning bolt
Elven bow

Reguler items-
Backpack
rations(3)
Sleeping bag
rope 50ft
6 torches
4 sacks
grappling hook
quiver

Spells- Jheirl used the mana point system
Mp:121

Profencies-
Swimming
survival
riding air
Riding land
Animal training (falcon)
etiquitee
Bowyer/fletcher
endurance

Languages-
Elvish
common, (any)
common, (any)
ogre
High draconon

description: Jheirl, also known as hunter, is an elven prince of a
forest named Alanner. He wears black pants, a shirt, braceirs, brown
boots, a golden headband and always has a necklace which was given to
him on his birthday.

Personalty- Jheirl is a carefree elf who loves to fight, even if it is a

serius fight, and will boast about his wins almost every time. Jheirl is

also a bit female crazy, as he always falls in love with any pretty girl

he sees. Jheirl, tho, will personally hunt down any one who has harmed
one of his freinds, thus has been nicknamed Hunter.

History: Jheirl was born in Allanar, and has lived for 1/3 of his life.
he had many adventure, but his first major adventure  was when he had to

save his freind, but the only cure was in a cave in the Duranarag mts.
to the east. With that, he, along with a couple of other pcs, went off
to find the "spririt herb" . They retreived the herb with some good
fights, but nothing major. As Jheirl and company bagan thier trek back,
they came a wounded woman. Jheirl, being himself, helped her, and
returned to Allaner. After about a week in resting, jheirl and Jocast
left alone with the woman to the nearby kingdom of Kejonor, and found
out, in the most bad way, that she was a princess, and they where the
kidnappers! Jhierl and jocasta later broke out of prison as they where
about to be executed the next day. They returned home, to find thier
house (they lived together) destroyed, and two knight of high level
admitted to doing the act in name of the Kejonor. Jheirl and Jocast
fought, but lost. in the end. Jheirl and joacsta survived, the knights
thought Jheirl deid and left his body in the forest, but took the still
breathing Jocasta.  Jheirl had several small adventure, gaining fame as
he searched for Jocasta all over the kingdom, gianing yet a different
title, The Gold hunter. Jheirl found Jocasta, but didnt know it at the
time, since both men had changed their appearances. Jheirl father had
deid, and he returned, ending the search for awile, and took up the
throne. He later married an elf named silnos, yet still adventure,
hoping to find his child hood freind and ally.

mental note, jheirl raised to level15 fighter, 19 mage by the time he
attianed the throne, it is best if you start using him when at lv 8/8,
and later put him on the throne as  Lv15/19. Jheirl can help pcs if
asked, but he only help if it a good request.

Motivations- searching for jocasta, defending the weak, and learning
arcane lore.

Jocasta
Human/Dragonesti ranger lv 8 Lv1 dragon str14 dex17 con18 wis14 int 14
cha17
damage- 1d8+2 short sword (MIthril) 1d8 spear, 1d6 arrow,
height- 6'2
weight 185 Ibs
hair- purple
eyes- brown

Thaco13
Languages-
elven
dwarven
common, kejonor
dragnonesti

special abilities-
tracking
move silently 40% (99% with elven boots)
hide in shadows- 60% (99% w/elven cloak)
species enemy- ogre
Dragon power- turns into a prurple dragon(same states as a silver)
dragon form can age as a regular dragon, but Jocasta needs to gain the
xp while in that form
Dragon warrior- 1/2 dragon form (same abilties, just the extra abilites
of 1/2 silver, and has a tail-3d6 tail whip, wings mv-fly20)

profencies-
survival
hunting
endurance
blind fighting
riding land
reading/writing
etiquitee
tracking
animal call

Reguler items-
Backpack
rations(3)
Sleeping bag
rope 50ft
6 torches
4 sacks
grappling hook
quiver

m-items-
Mithril short sword +2
elven mithril chainmail
elven cloak
elven boots
braciers of archery
potion of healing-3
ring of protestion +2
Mithril dagger
Potion, unknown

Spells- none currently

Personitly- loner, doesnt talk to any one who isnt his freind. He will
talk to any forest creature..
Descprition- black pants, long sleeve shirt, and to metal armbands.
Purple hair stands out in crowds, so he hides it often.
He is quite secretive when confronting people outside of the elven
community, and rarely gives his trust away. A pc must earn his trust
some way or another. He uses two short swords must of the time, uses a
spear some of the times, and
history- for the most part, the same as Jhierl, until they where
seperated. Jocasta was "Killed" in Kejonor, but transformed into a
dragon when they stabbed him. He quickly killed the the knights and
escaped, bewilered. He found himself among the rivers, and thought what
his true fate was. He went on a great adventure, and found the answer to

his power. He learned in an ancient temple he was one of the last
survivng dragonesti clan,  a group of men, and elves that could turn
into a special dragon form. He also learned that it was the Kejonor
knights that wiped the dragons out. They feared the powerful, but kind
race and so elimenated them. Several went into the forest, and hide
among the elves. This is why Jocasta was born in the elven village. He
sought out vengence for his people, and began fighting the kings ways,
and starteda small rebellion which ws quickly silenced. Jocasta and
jheirl meet up with each other, as explained above, and depaerated.
Jocasta found one last temple, the temple of the dragonesti clan, hidden

away in the Zejklus desert, he learned that it wasnt only the human who
killed his people, but themeselves.They hade commited dracocide, and
killled out all but some of the dragonsesti. He then joined  the knights

of Sky, a group of good aligned warriors who defend the weak and help
fellow adventurerers. (he is about level 17 when he jioned)

Mental note- as with jheirl, he should be entroduced when he was level
8, and reappear several times at different levels until he is a Knight
of sky.

My first character was an Elven Fighter that goes by the name of Callin
Tryluck and I have had alot of fun with this character. He's Chaotic
Good. Callin likes to have a great time usually with the ladies or with
his flute that he has. He loves the forest and gets kind of whinny if
he stays there to long. Other than that he's a great guy to be around
and he likes to crack jokes on his buddies but it's all in fun. He uses
a long sword and is actually pretty good with it, he likes to just run
into the fight, but only after he has descided he can win if not he
just slowly backes away and if he can
't do that he hacks and slashes his way out. He wears elven chain mail
+2 and wears a ring of silence. He loves to ambush his enimies and gets
a kick out of killing.

Another character that Callin travels with is Quin Goodfeather. Quin is
an Avariel Elf(the one with wings)
and he is also CG. He tries to keep Callin in check by being the down
to earth type(though he does love to fly), but he's a real easy going
guy. He likes to sit in the tops of trees and watch the sun rise and
set. He uses a light Cross Bow of Speed Repeating and Accuracy.
He wears Chain Mail that buckles around his wings sothat he can still
use them. He really like s to fly high into the air and drop water or
other stuff on to usespecting enimies.

VLASTNOV the last of the Bloodwind Clan

Race: Wemic
Sex: Male
Class: Fighter
Level: 11

STR: 24
INT: 7
WIS: 9
DEX: 18
CON: 23
CHR: 6 (with one hell of a stench about him)

Languages: Wemic, Common (sounds bestial, disgusting, and vocab of a 3 year
old)
Weapon Pro: Long Spear SP, Two Weapon Style, Ambidextrous, Javelin
Non-Weapon Pro: Natural Fighting 20, Survival 9, Direction Sense 10, Weather
Sense 8, Endurance 20, Observation 9

AC 2
Hit Pts: 114

Damage Per Weapon
(2) Long Spear: 1d8+14
(2) Claws 1d4+13
(2) Javelin 1d6+12

Vlatnov is one crazy, stupid bastard.  Whenever a NPC specks to complicated
for him, he will scratch his head and then go pee on a near-by object
(including people).  He is the last of the Bloodwind Clan of Wemics, so
Valtnov feels it is his duty to rape other lions to spread the Bloodwind
ways and keep the Clan alive.  Vlatnov has a intense hatred of all things
that fly, and will attack any flying being, including dragons.  He also
tries to spread the Wemic religion to everyone he meets, and those who do
not agree get smited.  To sum it all up, Vlastnov is one crazy, ugly, stupid
bastard.

Name:    Lincoln Power
Align:     NG
Race:     Human (Demipower in Forgotten Realms)
Class:    Ranger (21st level)/Demipower (15th level)
Sex:       Male
Age:       350 years
Height:   6 ft.
Weight:  190 lbs.
Hair:        Light Brown
Eyes:      Grey
HP:150

STR  18/00
DEX  18
CON  18
INT    19
WIS   18
CHR   17

Armor    AC-8
Elfin Chain +2
Bracers
Leather Armor +2

Weapons                    THAC0            Damage                Rang
Cyain                            -5                 1d12+16
Crystal Short Sword       -1                  1d8+12
Elven Bow                      5                  1d8+3                    190 yrds.
Elven Arrows +2 (12)

Lincoln Power was a normal ranger until a balor kidnapped his best friend's daughter.  When he sought out the goddess Mielikki to create a weapon for him, she fell in love with him, inspiring him to seek out Ao and be named a demipower.  His crystal short sword was created to kill tanar'ri and gains a +12 against them (vs. +6 normally).  After the balor died, Lincoln found that his friend's  daughter had been given to a demon.  Making a made dash into Hell, he collected a sample of an ore that he used to create his broadsword Cyian.  It is a +10 broadsword, +15 vs. avatars' of the evil gods/goddesses, creatures of the Abyss or Hell, and the negative energy plane.  With this sword, he re-entered Hell, rescued his friend's daughter, and made his way back out.  He is currently questing to become a lesser or intermediate power of the realms so he can join Mielikki.  He can normally be found wherever there is trouble, especially trouble concerning tanar'ri or the evil gods/goddess of any realm.

It has the following minor powers:
Cure Light wounds(3/day)
Heal(2/week)
True Seeing(3/week)
Max Damage(1/week)
Continual Light/Darkness(at will)
Featherfall(at will)
Shatter(3/day)
Invisibility of the sword (at will)
It has the following major powers:
Restoration/Ressurection(1/week)
Blade Strike(12/day) Special
Life stealing (at will) Special
Sword Strike
Blade Strike-a magical bolt of positive energy the size of the sword blade.  Does 1d4 damage.  Range 190 ft.
Sword Strike-allows the sword to cut through any material.  Drains 15 charges per use.
Life Stealing-table of charges:
    Humaniod, Living            1
    Humanoid, Undead         3
    Creature of Abyss/Hell    5
Lincoln casts spells at the 21st level of experience and has access to all spheres. (He should have psionic abilities at 15th level and wizard abilities of 10th level, but I didn't want to take the quest to gain them.  Feel free to come up with a dangerous quest for him to gain the powers if you wish.  Or give them to him if you think he should have them.)
Ryan Comer
The Gambler