Mavari Shanna-ra

Lyahvi Shek p'var

Personal Information
Name: Shanna-ra Player: Danielle S Version: 4.4
Race: Half-elf Gender: Female Height: 5'8"Weight: 99 lbs
Classes: Thief/Lyahvi Age: 17 Alignment: Chaotic NeutralCP: 20
XP: 7040 Levels: 4/3 Next Level: 10,00/10,000
Kit: None Bonus XP: +10% (Thief/Illusionist)
Ability Scores
Str:9Stamina:9Weight Allowance: 35 lbsBend Bars/Lift Gates: 1%
Muscle:9Attack Adj.: +0Damage Adj.: +0Max. Press: 90 lbsOpen Doors: 5
Dex:18Aim:18Missile Adjustment: +2Pick Pockets: +10%Open Locks: +15%
Balance:18Reaction Adjustment: +2Armor Class: -4Move Silently: +10%Climb Walls: +10%
Con:14Health:12System Shock: 80%Poison Save: +0
Fitness:16Hit Point Adjustment: +2Resurrection Chance: 96%
Int:18Reason:18Max. Spell Level: 9thMax. Spells Per Level: 18Illusion Immunity: None
Knowledge:18Bonus Proficiencies: 7Chance to Learn New Spell: 85%
Wis:9Intuition:9Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 20%
Willpower:9Magic Defense Adjustment: +0Spell Immunity: None
Cha:16Leadership:18Loyalty Base: +8Maximum Number of Henchmen: 15
Appearance:14Initial Reaction Adjustment: +2

Combat
Hit Points: 22
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17
Armor
Natural armor class 10
Bracers of Defense AC 5 -5
Balance Defensive adj. -4
FINAL: 1
Weapon Proficiencies
Sword, short
Non-Weapon Proficiencies
Disguise 10
Eitquette, Melderyn 9
Reading/Writing Melderynese13
Riding, Horse 13
Wine Tasting -5
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: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12

Rogue Skills
SkillBaseRacial ModsAbility ScoresArmorSP 1SP 2SP 3SP 4Final
Bribe 5 +5 +0 +0 +20+0 +15+0 45%
Climb walls 60+0 +10+10+0 +0 +0 +0 80%
Detect noise 15+0 +0 +0 +0 +0 +0 +0 15%
Escaping bonds 10+0 +10+5 +5 +15+0 +0 45%
Find/remove traps5 +0 +5 +0 +20+0 +0 +1545%
Hide in shadows 5 +5 +10+5 +5 +0 +0 +0 30%
Move silently 10+0 +10+10+0 +0 +0 +0 30%
Open locks 10+0 +15+0 +0 +15+15+0 55%
Pick pockets 15+10+10+5 +5 +0 +0 +1555%
Read languages 0 +0 +0 +0 +10+0 +0 +0 10%
Spell Points

ClassMax. Spell
Level Castable
Regular
Spell Points
Bonus Lyahvi
Spell Points
Lyahvi (Illusionist)2nd43
Wizard Chance to Learn New Spell: 85%
Spells Known
SpellTimeRangeArea of EffectComponents
  1st Level
1.Audible Glamor (Ill)160 yds +10 yds/lvlHearing rangeV, S, M
2.Change Self (Ill)10The casterV, S
3.Charm Person1120 yds1 personV, S
4.Color Spray (Ill)105 x 20 x 20 ft wedgeV, S, M
5.Comprehend Languages1 rdTouch1 speaking creature or written textV, S, M
6.Detect Magic1010 x 60 ftV, S
7.Hold Portal120 yds/lvl20 sq ft/lvlV
8.IdentifySpecial01 item/lvlV, S, M
9.Phantasmal Force (Ill)160 yds + 10 yds/lvl400 sq ft +100 sq ft/lvlV, S, M
10.Puff and Gone (Ill)1SelfCasterV
11.Read Magic1 rd0SpecialV, S, M
12.Sleep130 ydsSpecialV, S, M
13.
14.
15.
16.
17.
18.

  2nd Level
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.

Wizard Spell Descriptions
Audible Glamer (Illusion/Phantasm)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: 60 yds + 10 yds/lvl Components: V, S, M
Duration: 3 rds/lvl Casting Time: 1
Area of Effect: Hearing range Saving Throw: Special

When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.

A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction. Note that this spell can enhance the effectiveness of the phantasmal force spell.

The material component of this spell is a bit of wool or a small lump of wax.

Wizard Spell Descriptions
Change Self (Illusion/Phantasm)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: 0 Components: V, S
Duration: 2d6 rds. + 2 rds./level Casting Time: 1
Area of Effect: the caster Saving Throw: None

This spell enables the wizard to alter the appearance of his form--including clothing and equipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.

Wizard Spell Descriptions
Charm Person (Enchantment/Charm)

Level: 1 Shek p'vars: no Jenzig or Odivshe
Range: 120 yds. Components: V, S
Duration: Special Casting Time: 1
Area of Effect: 1 person Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.

The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.

If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.

Note that the subject has full memory of the events that took place while he was charmed.









Intelligence ScoreTime Between Checks
3 or less3 months
4-62 months
7-91 month
10-123 weeks
13-142 weeks
15-161 week
173 days
182 days
19 or more1 day

Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.

Wizard Spell Descriptions
Color Spray (Illusion version)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: 0 Components: V, S, M
Duration: Instantaneous Casting Time: 1
Area of Effect: 5 x 20 x 20 ft wedge Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.

Wizard Spell Descriptions
Comprehend Languages (Alteration)

Level: 1 Shek p'vars: no Peleahn
Range: Touch Components: V, S, M
Duration: 5 rounds/lvl Casting Time: 1 round
Area of Effect: 1 speaking creature or written text Saving Throw: None
Reversible

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.

The material components of this spell are a pinch of soot and a few grains of salt.

The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

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.

Wizard Spell Descriptions
Hold Portal (Alteration)

Level: 1 Shek p'vars: no Peleahn
Range: 20 yards/level Components: V
Duration: 1 round/lvl Casting Time: 1
Area of Effect: 20 sq ft./level Saving Throw: None

This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal. Held portals can be broken or physically battered down.

Wizard Spell Descriptions
Identify (Divination)

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

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.

Wizard Spell Descriptions
Phantasmal Force (Illusion/Phantasm)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: 60 yds + 10 yds/lvl Components: V, S, M
Duration: Special Casting Time: 1
Area of Effect: 400 sq ft +100 sq ft/lvl Saving Throw: Special

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).

The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

The material component of the spell is a bit of fleece.

Wizard Spell Descriptions
Puff and Gone (Illusion)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: Self Components: V
Duration: 1 rd +1 rd/2 lvls Casting Time: 1
Area of Effect: Caster Saving Throw: None

With a single spoken syllable, the caster disappears from sight with a brief puff of blue smoke. For the round of the casting and the round directly thereafter, the caster remains invisible, as by the spell invisability with normal restrictions on attacking and the like. The caster will reappear at the beginning of the next round, if not already visible by then.

The spell was specifically designed to escape from combat, therefore it's power is easy to unleash, even under duress. The caster receives a +4 to his Concentration check if he must make such a check in order to complete casting of this spell (this bonus stacks with any other bonus, such as frin the Combat Casting feat.

Wizard Spell Descriptions
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.

Wizard Spell Descriptions
Sleep (Enchantment/Charm)

Level: 1 Shek p'vars: no Jenzig or Odivshe
Range: 30 yards Components: V, S, M
Duration: 5 rounds/lvl Casting Time: 1
Area of Effect: Special Saving Throw: None

When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected ( + + + 2 = 3 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

Psionics
PSPs: 28 MTHAC0: 17 MAC: 8
Attacks: None Defenses: None
Wild Talent
Power PSPs Range Area of Effect MAC
   Devotions
Catfall 4/2 0 Personal 7
Psionic Powers

Catfall
(Psychometabolic Devotion)
MAC:
PSP Cost:
Range:
Preparation Time:
Area of Effect:
Prerequisites:
7
4/2
self
0
personal
None

A character using this power can spring like a cat in the same round, and always land gracefully on his feet. He still suffers damage from falling, but the damage is halved. He can jump down 30 feet without risking any injury at all.

Power Score - The psionicist can jump 50 feet instead of 30 during this single use of the power.

20 - No effect.

Racial Abilities
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.
Stealth - When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if he has to open a door.
Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Bribe* - Skill in administering bribes.
    Climb walls* - Able to climb vertical or smooth surfaces.
    Detect noise* - May hear faint noises.
    Escaping bonds* - Skill at escaping bonds.
    Find/remove traps* - Skill at finding and disarming traps.
    Hide in shadows* - Grants the ability to hide in shadows.
    Move silently* - May move without making a sound.
    Open locks* - Skill at opening locks with the proper tools.
    Pick pockets* - Skill at pilfering small items from pockets or purses.
    Read languages* - Skill at deciphering unknown texts.
Lyahvi
    Bonus spells - Free spell points for each spell level. These spell points must be used for spells in the casters's area of speciality.
    Casting reduction - Casting times on spells in the area of speciality are reduced by two to a minimum of one.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school.
    No component - No components are necessary for one spell/spell level in the chosen school.
    Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
    Free Spell - At level 1, Lyahvi (NM)s are able to cast Detect Magic as the Wizard Spell, Read Magic as the Wizard Spell once a day.
Kit
None

Traits
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.
Overlooked - This trait allows the character to be overlooked in common situations. The effect is similar to a Sanctuary spell. The power is usable 3 times per day at half the character's level rounded up.
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 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 48.75 pounds (Light Encumbrance, 10 Movement)
Inventory
  • Animals
    • Horse, riding
      • Bit and bridle
      • Horseshoes & shoeing
      • Saddle bags, small
        • Disguise Kit
        • License, Adventurer's (fake) x3
        • License, Company (fake)
        • Quill
      • Saddle blanket
      • Saddle, riding
      • Tent, small
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Map or scroll case
      • Rope, hemp (50 ft)
      • Thieves' picks
      • Torch x3
      • Wineskin
    • Parchment (per sheet) x5
    • Sack, small
      • Weaponblack
      • Whetstone
      • Writing ink (per vial)
    • Sewing needle
    • Spellbook, 50 pg
      • Detect Magic (1pg)
      • Read Magic (1pg)
      • Sleep (1pg)
      • Color Spray (1pg) (Lyahvi)
      • Change Self (1pg) (Lyahvi)
      • Charm Person (1pg)
      • Comprehend Languages (1pg)
      • Hold Portal (1pg)
  • Items Readied
    • Sword, short
  • Items Worn
    • Belt
      • Belt pouch, small
      • Buckle, common
    • Bracers of Defense AC 5
    • Breeches
    • Cap, hat
    • Girdle
    • Gloves
    • Hood
    • Hose
    • Knife sheath
    • Pouch
    • Scabbard, hanger, baldric
    • Shirt
    • Shoes
    • Silk jacket
  • Spending Money
    • Dram x150
Henchmen
No.NameRaceClassAlignLvlHPACPositionPsionicsNotes
1TalbotHumanRogueN/N168FenceMolecular AgistationCherifar
2PlimpyHumanShek P'varN/N1410UnemployedEctoplasmic FormCherifar
3Jon BoviHumanN/N139Barkeep/Inn ownerAnimate ShadowCherifar
4
5
6
7
8
9
10
11
12
13
14
15
Character History