Mavari Shaizan

Savoryan Shek P'var of the Third Order

Personal Information
Name: Shaizan Player: Duncan Kile Version: 1.4
Race: Human Gender: Male Height: 6'2"Weight: 167 lbs
Class: Psionicist (Idendri)Age: 21 Alignment: Neutral Good
XP: 852 Level: 1 Next Level: 2,200
Kit: None Bonus XP: +10% (Psionicist)
Ability Scores
Str:12Stamina:10Weight Allowance: 40 lbsBend Bars/Lift Gates: 2%
Muscle:14Attack Adj.: +0Damage Adj.: +0Max. Press: 170 lbsOpen Doors: 8
Dex:16Aim:14Missile Adjustment: +0Pick Pockets: +0%Open Locks: +0%
Balance:18Reaction Adjustment: +2Armor Class: -4Move Silently: +10%Climb Walls: +10%
Con:16Health:14System Shock: 88%Poison Save: +0
Fitness:18Hit Point Adjustment: +2(+4)Resurrection Chance: 100%
Int:16Reason:14Max. Spell Level: 7thMax. Spells Per Level: 9Illusion Immunity: None
Knowledge:18Bonus Proficiencies: 7Chance to Learn New Spell: 85%
Wis:16Intuition:14Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 0%
Willpower:18Magic Defense Adjustment: +4Spell Immunity: None
Cha:8Leadership:8Loyalty Base: -1Maximum Number of Henchmen: 3
Appearance:8Initial Reaction Adjustment: +0

Combat
Hit Points: 8
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, leather -2
Balance Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Sword, short (Chosen Weapon)
Non-Weapon Proficiencies
Contact (Wild Talent) 1
Etiquette (free) 7
Mental Armor 5
Reading/Writing (free) 12
Rejuvination 11
Riding, Land 13
Swimming 9
Native Languages
Melderynese
Weapons - Primary and Offhand
THAC0Attacks/SpeedDamageRange(-2)(-5)(-10)
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Sword, short19131d61d8PS
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 15

Psionics
PSPs: 29 MTHAC0: 19 MAC: 3
Devotions: 4 Sciences: 2 Disciplines: 2
Attacks: Mind Thrust (MT)
Defenses: Mind Blank (MBk)
Power PSPs Range Area of Effect MAC
Clairsentient (Primary)
   Sciences
Clairvoyance 5/2 Unlimited Special 7
   Devotions
See Magic 6/2 20 feet Personal 9
Watcher's Ward 3/1 0 personal 7
Psychokinetic (Primary)
   Sciences
Telekinesis 3+/1 30 yards 1 Item 8
   Devotions
Ballistic Attack 5/3 30 yards 1 item which weighs 1 lb or less. 6
Control Sound 3/1 100 yards 1 specific sound 5
Wild Talent
   Devotions
Send Thoughts 3+/2+ Unlimited Individual 8
Psionic Powers
* Clairvoyance only works within a given plane or crystal sphere.


Clairvoyance
(Clairsentient Science)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
7 (base)
5/2
Unlimited
0
Special
None
This power allows the user to see images from a distant location. The user picks a spot he knows, makes an MTHAC0 roll, then looks at everything he would be able to see if he were standing in that spot. The user's field of vision is the same as normal, and turning his head allows him to scan the area.

Clairvoyance doesn't replace normal vision. The user still sees what's around his physical location, with the distant scene superimposed. Closing one's eyes blocks the double vision and leaves only the distant scene. This power doesn't enhance vision, so hidden or invisible objects remain undetected. The distant scene is visual only; there is no sound.

The distance of the viewing spot modifies the power's MAC, as shown below.
Range Power's MAC
100 yards 7
1,000 yards 5
10 miles 3
100 miles 1
1,000 miles -1
10,000 miles -3
Interplanetary* -5

See Magic
(Clairsentient Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
10
5/2
0
0
Special
None
The psionicist can use this power to perceive wizardly magic, including magical items, effects, and potential. Any enchanted items, scrolls, spellbooks, or potions glow faintly in the psionicist's vision. He can see continuing spell effects such as fire trap, wall of stone, or even a character under the influence of a charm person spell. See magic does not give the user the ability to determine what kind of magic is being used; all he would know is that the item or person radiates magical energy.

If the psionicist passes his power check with a roll of 10 or better, he also can see the spell potential of a magic-using character. A high-level wizard who has used up all of his spells would not have much potential, but one who had not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind.


Watcher's Ward
(Clairsentient Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
7
3/hour/1
0
0

Personal
None
By using this power, the psionicist attunes herself to her surroundings and becomes extremely sensitive to any disturbances. The area covered can be as small as a single door or as large as a circle 60 feet in radius, centered on the psionicist. If the psionicist moves out of the area after initiating the power, she must re-initiate it if she wants to continue the watcher's ward.

While this power is in effect, the psionicist can't be surprised by the approach of any creature or force. She is instantly aware of any changes in the area, but does not automatically spot the invaders-she only knows that something is coming.


Telekinesis
(Psychokinetic Science)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
8
3+/1
30 yards
0
One item
None
This power allows the user to move objects without touching them. Telekinesis tends to be physically taxing, as it takes a lot of internal energy to move objects. Small objects are easy. But larger, more massive objects are significantly more difficult.

The cost listed above assumes the object being moved weighs three pounds or less. For heavier objects, use the following:

� PSP cost equals the item's weight in pounds.

� The power's MAC improves by a bonus equal to one-third of the item's weight, rounded down. For example, moving a 10-pound rock requires rolling against a MAC of 5.

Telekinesis moves the targeted item up to 60 feet per round. Items moving at such a slow rate of speed don't make effective weapons, but items weighing more than three pounds can be used to disrupt spellcasting or psionic use. The user rolls his base THAC0 score to hit, with a penalty equal to one-third of the item's weight, rounded down. For example, if a hero whose THAC0 is 15 wants to attack a priestess whose AC is 0, he needs an 18 or better to hit her with a 10-pound rock.

Telekinesis can be used to perform very fine work, such as writing or sewing. The user must be capable of performing the work himself, and a second MTHAC0 roll (and second round of power use) is needed to complete fine work. If the hero wants to use the power to pull an item away from an opponent, use the rules for psychic contests, except that the defender uses his Strength score to decide the contest.


Ballistic Attack
(Psychokinetic Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
6
5/3
30 yards
0
One 1 lb. Object
Telekinesis
This power can make any psionicist a "David" when he's facing "Goliath." It's a special variation of the telekinesis science. Instead of moving any object relatively slowly, ballistic attack allows the character to hurl a small object at a target. The object, no more than 1 pound in weight, can achieve deadly speeds. It must be within sight of the psionicist and cannot be anchored or attached to anything else. A rock is the most common weapon. The psionicist uses his regular THAC0 to determine whether he hits the target. If he succeeds, the missile inflicts ld6 points of damage (assuming, of course, that the character made a successful MTHAC0 roll in the first place).


Control Sound
(Psychokinetic Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
5
3/1
100 yards
1 Specific Sound
None
This power allows the user to shape and alter existing sounds. A man's words could emerge as a lion's roar, or the noise of marching soldiers can be made to sound like the wind of a sandstorm. Sounds also can be layered, so that one singer can be made to sound like a choir. Control sound can also dampen a noise. The player must specify what sound his character intends to eliminate. For example, the user might quiet the strike of a hammer or erase the creak of a door. He couldn't eliminate both at once, however.


Send Thoughts
(Telepathic Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
8
3+/2+
Unlimited
0
Individual
None
This power only works on an open mind, allowing the user to send his thoughts to another mind via one-way communication. He can send information or simply use the power to distract the target. If the target is a wizard casting a spell, he gets a save vs. spell. If the wizard fails his save, his concentration is broken and the spell fails. If the target is distracted while in melee combat, he receives a -2 penalty to all attack rolls.
Target's LevelPSP Cost
1-5 levels or HD3/2
6-10 levels or HD4/2
11-15 levels or HD5/3
16-20 levels or HD6/3
21+ levels or HD8/4
Racial Abilities
Less Sleep - The human with this ability must posess some elven blood. The character requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.

Class Abilities
Psionicist
    Armor Use - May use light armor.
    Mental Defense - The psionicist can close his mind to psychic contact and gains defense modes. The psionicist also receives a +2 bonus to his mental armor class.
    PSP bonus - The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice.
    Psychic Adept - The psionicist receives extra power. The two disciplines the psionicist chooses at first level count as primary disciplines.
    Weapon Use - The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword.

Kit
None

Traits
Obscure Knowledge - Sucessful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.

Disadvantages
Deep Sleeper - Character requires 1d6 to awaken, and will only begin to do so after a very loud noise or physical prodding.

Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-45 46-69 70-93 94-117 118-140
Movement 14 9 7 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 22.30 pounds (None Encumbrance, 14 Movement)
Inventory
  • Items Carried
    • Backpack
      • Potion of Healing
      • Potion of Invisiblity
    • Belt pouch, small
  • Items Readied
    • Sword, short
  • Items Stored
    • Rations,iron (1 week)
  • Items Worn
    • Belt
    • Boots, soft
    • Buckle, common
    • Full armor, leather
  • Spending Money
    • Crown x1
    • Dram x80
Henchmen
No.NameRaceClassAlignLvlHPACPositionPsionicsNotes
1
2
3
Character History
Celina held her infant son to her chest and rocked him back and forth. "Shh, now, there's no need for that," she said to the wailing baby.

The little boy suddenly stopped crying. Celina held him out in front of her, puzzled. Her son opened his big green eyes, and she smiled. He looked around, and finally settled his eyes on his mother. As Celina looked into his eyes her vision blurred, and an image formed in her mind. She saw herself nursing her baby. The image abruptly disappeared and her baby began crying again.

As she sat down to nurse her son, she said, "Well now, we know your power, don't we my little Shaizan?" She began to gently stroke his dark brown hair.


I was born in Cherifar in the year 1054 SA. My mother, Celina, had the inborn ability to send emotions, and would often use it to calm me down in his earlier years. As a rebellious teen, however, I wised up to how mother was manipulating my mind, and learned how to detect when this power was being used against me.

My father, Elgion, was a natural clairvoyant. Some have said that he used his power for the Savoryans as an information gatherer. They would say that he walked the delicate line between "gathering information" and "spying." Elgion would have been sworn to secrecy and guarded by the Savoryans, so these are clearly false rumors. No one seems to fully trust a clairvoyant. They must try to pursecute them. For a simple scribe to be treated this way in this day and age is an autrocity.

I recieved schooling from the Savoryans. I was an excellent student in every way. The physical education of the Savoryans left something to be desired, so once in a while I would go for a jog. One summer I even taught myself to swim in the river.

Early in life, I decided what I wanted to be: a sage. I wanted to master as much knowledge as I could in life, and in doing so, perhaps discover a way to prolong my life. I applied for higher learning courses from the sect. My natural psionic power, coupled with my genius-level intellect and father's high place in the society, got me accepted into the best courses possible.

During my studies, I discovered heredity in his biology class. While I was not the first person to notice it, I was struck by how little research had been done. I began to lay the groundwork for a new science, psychogenetics.

After four years of study in plateau history, mathematics, chemistry, and medicine, I decided to tour the plate before returning to the sect for more study. The trip will also enable me to further research my new theories. My hypothesis is that powers may be hereditary in some way, but I have no hard proof as of yet.