Kaan

Kaan

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%

 

 

Attack Adj: +0

Damage Adj: +0

Max. Press: 170 lbs

Open Doors: 8

Dex:

17

Missile Adjustment: +2

Reaction Adjustment: +2

Defensive Adjustment: -3

Con:

18

System Shock: 99%

Poison Save: +0

 

 

Hit Point Adjustment: +2 (+4 prev)

Resurrection Chance:100%

Int:

18

Max. Spell Level:9

Max. Spells Per Level:18

Bonus Wizard Spells: 2,2,1 ,1

 

 

Bonus Proficiencies: 7

Chance to Learn New Spell: 85%

Wis:

12

Bonus Clerical Spells: 0, 0, 0, 0

Clerical Spell Failure Chance: 5%

 

 

Magic Defense Adjustment: NIL

Spell Immunity: NIL

Cha:

14

Loyalty Base: +1

Maximum Number of Henchmen:6

 

 

Initial Reaction Adjustment: +2

 

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

Hit Points:

52

Base THAC0:

17

Melee THAC0:

17

Missile THAC0:

15

 

Weapons (carried):

composite shortbow

staff

 

Weapon Proficiencies:

dagger

quarter staff

longsword (sp)

composite shortbow

sling

 

Weapons

 

THAC0

Attacks/

Speed

Damage

 

 

Range

(-2)

(-5)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

T

S

Short

Medium

Long

Longsword

16

--

3/2

8

1d8+2

1d8+2

S

M

--

--

--

Quarterstaff

17

--

1

4

1d6

1d6

B

L

--

--

--

Composite short bow

--

15

2

6

1d6

1d6

*

M

5

10

18

Sling

--

15

2

6

1d4 (+1)

1d4(+1)

*

S

5(4)

10(8)

20(16)

Dagger

17

--

1

2

1d4

1d3

P

S

--

--

--

 

Nonweapon Proficiencies: (8 +1+3 +7= 18)

Read/write (0)

Spellcraft(wizard) (1)

Military Science/Tactics (1)

Artifice/Technomancy (3)

Genie and Elemental Lore (Bonus plus Taken) {Master}

Sixth Sense (2)

Sorcerous Dueling (2)

Mana Reading (2)

Forbidden Lore/Tenebrous Knowledge (2)

Oration and Rhetoric (1)

Calligraphy (1)

Languages (3)

 

Languages:

Urukhoj (1)

Hazkhat (1)

Gondwanapal (0)

Darakhur (1)

 

 

Equipment:

boots (riding)

cloak(common)

belt, belt

pouch(large)

embroidered silk robe

standard rations (3wks)

backpack

flint and starstone

small brass mirror

signet ring

100' silk rope

quarter staff

Comp. shortbow

Quiver(28)

dagger(4)

Yuthain's Magical Bestiary*

The Book of Vengeance**

9 non-magical gems

 

*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

Coin Type

Amount

Platinum Pieces (Assorted currency)

50

Gold Pieces (Assorted currency)

729

Silver Pieces(Assorted currency)

902 sheckels

Copper Pieces (Assorted currency)

10

 

SPELL BOOK

Spell Book

Spells

Book One:

Affect Normal Fire, Burning Hands, Detect Magic, Read Magic, Identify, Metamorphose Liquids, Wall of Fog, Fireburst, Fist of Stone

Book Two:

Continual Light, Fog Cloud, Levitate, Stinking Cloud, Flame Sphere, Whispering Wind, Mirror image, Stone grasp, Nystal's Black Mote

Book Three:

Fireball, Melf's Minute Meteors, Flame Arrow, Gust of Wind, Fly, Explosive Runes, Dispel Magic, Slow

Book Four

Fire Aura, Fire Charm, Ice Storm, Vitrolic Orb, Wall of Fire, Wall of Ice, Stoneskin, Minor Globe of Invulnerability, Acid Bolt

Book Five

Airy Water, Cloudkill, Cone of Cold, Conjure Elemental, Stone Shape, Wall of Stone, Wall of Iron, Animate Undead

Book Six*:

Control Weather, Death Fog, Fiery Constirctor, Otiluke's Freezing Sphere, Invisible Stalker, Move Earth, Transmute Water to Dust

Book Seven*:

Delayed Blast Fireball, Neutralize Gas, Simulacrum, Suffocate, Flame Fist

Note:

* Indicates books of Spells beyond Kaan's ability to cast


 

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 Academy of Magic in Kyroz, several thousand of yellow-eyed, drooling beserker Janissaries, hundreds of Psthaaga shock troops and various summoned beasts of every shape and description assaulted the Gehan Ghazim from all sides. The rebel army was routed leaving thousands of rebels dead on the battle field. The strength of the Gebhan Ghazim had been utterly shattered, and would take years to recover. Kaan made a good account of himself, but was captured by the forces of the Hegemon. He was not however taken to the dungeons to rot, but given comfortable quarters.

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 Wis 12 Con 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.

 

Unique spells

Acid Bolt ( Kaan achieved this spell during his dreamquest to combat creatures with magic resistance{ the shuggoth made him decide that, that would be a good idea})

(Conuration, Water)

Range: 40 yds + 10yds per level Compents: V,S

Duration: Instantaneous ÊCasting Time: 1 round

Area OF Effect:1 creatureSaving Throw: None

Acid Bolt temporarily opens up a gate to the elemental plane of Water and brings forth aÊ tear shaped bolt of Acid, that flies unerringly towards it target. This includes Enemy already engaged in melee, the Target must be seen or somehow detected to be hit. So total concealment renders this spell ineffective. The caster cannot aim at specific Body parts. The Damage done by Acid Bolt is 4d4=2 per two caster levels ( up to 4d4 plus 6). Skeletal, and non-corporeal undead are unaffected as are non living organic matter ( such as cloth or a wooden chair) As the magic in this spell itself is used inopening the portal, the Acid Bolt itself is non-magical, able to ignore Magic Resistance.