Mavari Kiranyan

Jenzig Shek p'var/Warrior

Personal Information
Name: Kiranyan Player: Chris Jurado Version: 1.3
Race: Half-elf Gender: Male Height: 5'6"Weight: 166 lbs
Classes: Fighter/Invoker Age: 25 Alignment: Chaotic Good
XP: 401/369 Levels: 1/1 Next Level: 2,000/2,500
Kit: None Bonus XP: +10% (Warrior/Wizard)
Ability Scores
Str:18/98Stamina:18/98Weight Allowance: 235 lbsBend Bars/Lift Gates: 35%
Muscle:18/98Attack Adj.: +2Damage Adj.: +5Max. Press: 380 lbsOpen Doors: 15(3)
Dex:11Aim:11Missile Adjustment: +0Pick Pockets: -5%Open Locks: +0%
Balance:11Reaction Adjustment: +0Armor Class: +0Move Silently: -10%Climb Walls: +0%
Con:17Health:16System Shock: 95%Poison Save: +0
Fitness:18Hit Point Adjustment: +2(+4)Resurrection Chance: 100%
Int:18Reason:18Max. Spell Level: 9thMax. Spells Per Level: 18Illusion Immunity: None
Knowledge:18Bonus Proficiencies: 7Chance to Learn New Spell: 85%
Wis:8Intuition:8Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 25%
Willpower:8Magic Defense Adjustment: +0Spell Immunity: None
Cha:12Leadership:12Loyalty Base: +0Maximum Number of Henchmen: 5
Appearance:12Initial Reaction Adjustment: +0

Combat
Hit Points: 12
Base THAC0: 20
Melee THAC0: 18
Missile THAC0: 20
Armor
Natural armor class 10
Partial armor, hide -2
FINAL: 8
Weapon Proficiencies
Daggers and Knives
Quarterstaff
Non-Weapon Proficiencies
Blind Fighting 6
Etiquette (free) 6
Reading/Writing (free) 12
Riding, Land 8
Spellcraft 12
Native Languages
Melderynese
Weapons - Primary and Offhand
THAC0Attacks/SpeedDamageRange(-2)(-5)(-10)
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Quarterstaff18141d6+51d6+5BL
Dagger1820121d4+51d3+5PS246
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 11

Spells
ClassSpell PointsMax Spell Lvl Castable
Jenzig11
Spells Known
SpellTimeRangeArea of EffectComponents
1st Level
Burning Hands10The casterV, S, M
Consecrate Athame*1TouchOne dagger-like bladeV, S
Detect Magic1010 x 60 ftV, S
Magic Missile*160 yds + 10 yds/lvl1-5 targetsV, S
Read Magic1 rd0SpecialV, S, M
Shield*10SpecialV, S, M
Wizard Spell Descriptions

Burning Hands (Alteration)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: The Caster Saving Throw: Half

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.

Consecrate Athame (Invocation)

Level: 1 Shek p'vars: Jenzig
Range: Touch Components: V, S, M
Duration: Special Casting Time: 12 hours
Area of Effect: One dagger-like blade Saving Throw: None

By means of this spell, the Jenzig prepares, cleanses and consecrates his ceremonial dagger needed in order to cast his spells. The athame is a special dagger that is a symbolic contract with the magical forces that Jenzig seek to control, without the athame a Jenzig's ability to summon and shape the ambiguous magical forces is not focused and all spells are cast with a -8 penalty to spell checks.

In preparation, a jeweled dagger, jambiya, knife, kukri, etc. of not less than 100 gp value is needed. The athame must not have been contaminated by blood prior to casting this spell. The Jenzig must fast and meditate in an enclosed incense filled chamber for 12 hours prior to the casting, and during this time must not stray farther than 1 yard from his athame.

If the above preparations have been met, the spell is cast. With an impressive visual display, the spell summons each of the four elements in turn to cleanse and make the blade one with the elemental forces. The elemental forces, which touch only the athame, actually manipulate the blade in an apparently random pattern.

When the elemental storm subsides, the Jenzig finishes the ceremony by sealing a spark of his soul within the blade by cutting himself with his athame. The final athame is permanent and does not radiate magic (unless the dagger was originally magical). The athame will only work for the Jenzig which it is attuned, and no Jenzig can own more than one athame. Casting this spell on a new blade will make any prior athame unusable as such.

Further the athame causes all invocation/evocation spells cast with it to inflict +1 hit point/die rolled to damage rolls in addition to the normal spell damage. This only applies if the DM determines that the spell to be augmented allows the caster a free hand or some method of integrating the dagger into the spell.

The material components are a dagger-like blade of 100 gp value that has never spilled blood and incense.

Wizard Spell Descriptions
Detect Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S
Duration: 2 rounds/lvl Casting Time: 1
Area of Effect: 10 x 60 ft Saving Throw: None

When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
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Magic Missile (Evocation)

Level: 1 Shek p'vars: Jenzig
Range: 60 yds. +10 yds./lvl Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: 1-5 Targets Saving Throw: None

Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

Read Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S, M
Duration: 2 rounds/lvl Casting Time: 1 round
Area of Effect: Special Saving Throw: None

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Shield (Evocation)

Level: 1 Shek p'vars: Jenzig
Range: 0 Components: V, S
Duration: 5 rounds/lvl Casting Time: 1 round
Area of Effect: Special Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.

Psionics
PSPs: 16 MTHAC0: 18 MAC: 8
Attacks: None
Defenses: None
Wild Talent
Power PSPs Range Area of Effect MAC
   Devotions
Static Discharge 5/2 15 yards one creature 7
Psionic Powers
Static Discharge
(Psychokinetic Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
7
5/2
15 yards
0
one creature
Magnetize
A psionicist with this ability can use his control of magnetism to accumulate a charge of static electricity and then discharge it in the form of violent electrical shocks. The longer the psionicist accumulates the charge, the more damaging the discharge will be; the attack inflicts 1d4+1 points of damage per round of accumulation.

Maintaining this power doesn't count as an attack, but the discharge does. The psionicist must make an attack roll to hit his target, but only magical protections apply-armor and Dexterity do not.
Racial Abilities
Cold resistance - +1 bonus on saving throws vs. cold- and ice-based attacks, as the half-elf's body is less susceptible to extreme temperatures.
Heat resistance - +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf's body is less susceptible to extreme temperatures.
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.

Class Abilities
Fighter
    1d12 for hit points - d12 Hit Point die.
    Magic resistance - 2% magic resistance per level.
    Spell resistance - +1 bonus to all saves vs. spell.
    Weapon specialization - Allows specialization in one weapon.
    Limited armor - May not wear armor.
Mage
    Hit point bonus - d6 used for Hit Point die.
    Schools of Magic - Abjuration, Alteration, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Kit
None

Traits
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.

Disadvantages
None

Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-235 236-274 275-313 314-352 353-380
Movement 14 9 7 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 35.70 pounds (None Encumbrance, 14 Movement)
Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Potion of Healing
      • Scroll of Protection from Fire
      • Soap
      • Spellbook
        • Burning Hands (1)
        • Consecrate Athame* (1)
        • Detect Magic (1)
        • Magic Missile* (1)
        • Read Magic (1)
        • Shield* (1)
      • Torch x3
      • Wineskin
    • Belt pouch, large
    • Dagger
    • Quarterstaff
  • Items Worn
    • Partial armor, hide
  • Items Readied
    • Quarterstaff
  • Items Stored
    • Rations,iron (1 week)
  • Spending Money
    • Crown x3
    • Dram x271
Henchmen
No.NameRaceClassAlignLvlHPACPositionPsionicsNotes
1
2
3
4
5
Character History
Mother... where are you? The colors seemed to sway in response, and suddenly I was in my old room. My soul warmed as my eyes fell upon familiar objects. The sheets on my bed was neat, and in tight folds. Nearby, every single book I've ever owned rested on an old bookcase. I chuckled to myself as I gently withdrew one of my childhood favorites. My tired hands streaked trails across the dusty cover, and I felt compelled to blow it away. But as I drew in breath, a sweet voice called me from outside the door.

"Come boy!! Kiranyan! It's time to eat! Come outside!"

My heart lifted at the sound of my mother's voice, and I rushed out the door, book in hand. As I passed through the doorway that marked the dining room, I was shocked to find myself back where I started. I was standing confused in my room once more.

My heart was pounding in my forhead as I ran back outside in defiance. The hallway seemed to last forever this time, and the doorway I saw in the distance seemed to move away from me. I gritted my teeth as I forced myself to run with all my strength.

"Come boy!! Kiranyan! It's time to eat! Come outside!... Echoed my mother's words."

After what seemed an eternity, I lost my footing, and my body crashed towards the ground. My body stung all over from the impact, and I covered my eyes from the pain. "Mother... I... I cannot," I whispered, "I cannot."

Then a deep, rich voice answered me.

"Oh but you must..."

Weakly, I glanced up, and I saw the figure of a knight clad in blood red armor. Long spikes, and serrated edges covered every inch of his body. He boasted a long spear, as dark as night... save for the trickle of blood that decorated it's end. He moved the spear towards my face, and smeared some of the ichor across my face. And again his voice echoed in my mind once more.

"Now, you meet the same fate as your beloved mother..."

"No!!!!!!"

I scream.