Basic Info |
Race: Human (Kiresh) |
Level 3/10 |
Align: Chaotic Evil |
Fighter/Elemental Mage |
Age:25 |
Height: 5'11" |
Weight: 168 Lbs |
HP 63 |
AC 7 |
THACO 17 |
EXP: 4,000/ 285,890 |
Ability Scores
Str: |
15 |
Weight Allowance: 55 lbs |
Bend Bars/Lift Gates: 7% |
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Attack Adj: +0 |
Damage Adj: +0 |
Max. Press: 170 lbs |
Open Doors: 8 |
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Dex: |
17 |
Missile Adjustment: +2 |
Reaction Adjustment: +2 |
Defensive Adjustment: -3 |
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Con: |
18 |
System Shock: 99% |
Poison Save: +0 |
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Hit Point Adjustment: +2 (+4 prev) |
Resurrection Chance:100% |
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Int: |
18 |
Max. Spell Level:9 |
Max. Spells Per Level:18 |
Bonus Wizard Spells: 2,2,1 ,1 |
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Bonus Proficiencies: 7 |
Chance to Learn New Spell: 85% |
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12 |
Bonus Clerical Spells: 0, 0, 0, 0 |
Clerical Spell Failure Chance: 5% |
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Magic Defense Adjustment: NIL |
Spell Immunity: NIL |
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Cha: |
14 |
Loyalty Base: +1 |
Maximum Number of Henchmen:6 |
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Initial Reaction Adjustment: +2 |
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Saving Throws
Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 11 |
Polymorph: 11 |
Rod: 9 |
Staff: 9 |
Wand: 9 |
Breath Weap: 13 |
Spell: 10 |
Combat
Weapons
*Yuthain's Magical Bestiary: To use this tome, the wielder requires some artistic ability (see there IS a use for the artistic ability proficiency). The more accurate and detailed the picture, the more attributes one gets. The wielder sketches the creature to be identified. Those with a cartography/mapping skill can get 1 attribute of the creature. Those with artistic ability can get 2 attributes of the creature at Journeyman level, 4 attributes at Master level and 6 attributes at Adept level. If the individual with artistic ability also has skills in cartography, calligraphy or any other relevant skill (observation), the dm may award further details. Essentially the sketcher requires 3 minutes of drawing per attribute. Pictures and details remain in the book for future reference, and attributes learned through experience can be added. **Book of Vengeance: An evil tome, the wielder needs to know the name of the individual to be accursed. The wielder requires some artistic skill. The greater the artistic ability, the greater the power of the curse. The wielder draws in a sketch of the victim and pronounces the victim's name at the completion of the work. The tome then unleashes a powerful alter-reality magic to afflict the victim. However there is a feedback, three unfortunate events will complicate the future of the user of the Book of Vengeance. This is a one use item. Spending Money
SPELL BOOK
![]() Description: Kaan rarely lets himself be seen remaining hidden in his robe, when Kaan is seen his build is rare among mages and his skin is weathered and scarred, the most amazing feature of Kaan is his piercing blue eyes. Personality: Kaan is a genuine enigma, everything about him, his goals, background, everything is shrouded in mystery. Kaam favors dark clothing and only speaks when necessary and only then in cryptic words, lending that he knows far more than he speaks on. his very presence is enough to make most people uneasy around him. Kaan is filled with a vengeful passion and crushes his opponents with savage fury, it appears as though he is bent on single handily taking on any situation and dealing with it in the most destructive and often gruesome manner possible. Background: Kaan was the eldest son of a farmer who's meager crop yield barely fed the family, Kaan went to serve in the army of the Archon of Kyroz when he was 13. With the conquest of Kyroz two year's later, he became a guard for desert caravans. After various hostile encounters against sand-elves, dust dwarves, dervish bandits, hobgoblins and kobolds, he had an almost fatal one against Jharghaz-Haz (evil Haz tribes). In that caravan was the Thaumaturge Rhialto who took him on as an apprentice. Rhialto was a hard task manager for whom Kaan had no great love, but he did love the knowledge and magic. When Kaan turned twenty two he felt he was ready to go out on his own. Leaving Rhialto dying on the floor of his study with a dagger in his back as payment for years of slights and impositions (real and imagined) Kaan made off with several of Rhialto's grimoires, but did not stay long enough to take more of his old masters more valued possessions, as he was only one step ahead of his master's servitors. After that, Kaan became a mage for hire even sometimes working for the Gebhan Ghazim (Rebels of the Delta). A group of rebels fighting against the Pelai. They originally operated out of the southern Delta, but then were driven into the desert for a time. Still he was only acting as a mercenary and not a true-believer,in fact the only time Kaan put himself in danger's way during his time as a mage for hire, was to get at a piece of lore here. or scrap of knowledge there. He has found that acts done with foresight and deliberation are more likelyto succeed. The years had been good for Kaan as he has amassed a wealth of knowledge on numerous subjects. Then Kaan had lost most of his acquired wealth and magic items after being ransomed from some Jann. A few months ago, Kaan was hired on by the Gehan Ghazim to help with an assault on Kyroz. It was supposed to be cakewalk. The power of the Hegemon was seemingly collapsed, his flying ships nowhere to be seen, and the prize of Kyroz (and its loot) seemed ripe for the taking. While Kaan could not give a fig for the glorious cause of the Gehan Ghazim, the thought of all that loot was certainly enough enticement. Gaining riches again seemed just the ticket. The expedition was a disaster. The Hegemon was
not as helpless as the Gebhan Ghazim
believed. Not only were the rebels attacked by Flying ships from the air, but
the Hegemons pet wizards from the It was explained to him that they had learned he was not truly of the Gebhan Ghazim, and had an interesting proposition for him. Kaan impoverished and impressed by the Hegemon's power was in a mood to be receptive. However as his gilded captivity stretched on week after week he began to grow impatient. Finally he was summoned to the Hegemon's palace. |
Kit: Elementalist Requirements:
Int 15 Bonus Proficiencies: Genie and Elemental Lore (journey man level) Benefits: Elemental Attunemnt: Elementalists are so attuned to the nature of the
elements and the filter through which the elemental energies come to the
material plane, that they are able to cast an additional 2 spells per level,
provided these bonus spells are from one of the elemental schools. Heighten Spell: By fuelling s spell with more elemental energies,
an Elementalist can make his spells more powerful.
By sacrificing the same spell of the same level, he is able to increase one
statistic of the spell being cast. The statistics are,
Damage, Range, Area of Effect, or other Non-damaging effects. For example: Tyr the 7th
level Elementalist cast fireball, sacrificing
another memorized fireball he can choose to double the fireballs Range, Damage,
or Area of effect, but not all three. Spell Focus: by Concentrating for a
full round, in addition to a spells normal casting cost and by making a successful
Spellcraft check, an Elementalist
is able incur a -1 penalty, plus an additional -1 for every 4 full levels
attained, on the targets of the given spell. To use the Spell Focus the Elementalist needs to be one level higher then the minimum
needed to cast the spell, if he Spellcraft check fails
the spell oges off as normal. Hindraces: Elemental Attunement: Elementalists are
so attuned to the Elemental Energies that they are unable to use other types
of magical items to the fullest of their abilities. All non Elemental based
items have a 20% chance to fail when used by a Elementalst. Even if the Elementalist
is able to have the Item work, it only Functions at half its normal power.
Items that Fail have a 50% chance of backfiring on the mage as a center
point, though the back fire is at full strength For example: Tyr the Elementalist, finds a Wand, Identifies it as a Wand of
Magic Storm, and is able to use it, and chooses to use it against some Goblins
that have waylaid him, normally the wand covers an area o fa
30 foot radius and does 6d6 damage, but to Tyr it
only covers a 15 foot radius and does 3d6 damage. Learning Penalty: Elementalist suffer a
-25% chance to learn new spells of a Non-Elemental Nature. Heighten Spell: The Method used for the Heightening of Spells, is
great indeed. The caster must be at least 2 levels higher than the minimum needed
to cast the spell (3rd for 1st level spells, 9th
for 4 level spells etc.) Also the act of performing this powerful abilty is very draining. After the Act is performed, the
next round the caster is so weak he is barely able to whisper. And for the
next 2d4 rounds plus the number of rounds equal to the spell being cast( 2d4+3 for a third level spell), the Elementalist is not able to engage in any physical
activity other than walking, riding, or resting. If the Elementalist
does he is immediately rendered helpless again, and the rest period begins
anew. Any attack against the Elementalis when helless automatically succeeds, and while resting
dexterity bonuses to AC are lost. All Heighten Spells must be used in the
same way, an Elementalist cannot heighten a fireball,
to increase its area of effect and damage, only one of them, and this must be
chosen before the spell is cast. |
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