Kariya Makenzie Fraser, Invoker, Captain-Royal Hurvan Army
ABILITIES
Ability
Score
Ability
Modifier
Kariya Makenzie Fraser
CHARACTER
Level
Class
Strength
15
+2
Character Class 1
1
Fighter
Dexterity
13
+1
Character Class 2
9
Mage
Constitution
16
+3
Character Class 3    
Intelligence
20
+5
Character Class 4    
Wisdom
16
+3
SAVING THROWS
Total
Base
Ability
Magic
Misc.
Charisma
14
+2
Fortitude
6
3
+3
Luck
10
Reflex
4
3
+1
ALIGNMENT
LG
Willpower
9
6
+3
   

Description:
Even though she keeps it loosely braided, Kariya's very long, wavy black hair almost touches the ground from atop her 5'4" frame. Kariya takes great pride in staying physically fit and maintains perfect posture at all times. Her classic features are highlighted by bright blue eyes that seem to radiate confidence. She favors well-tailored pants tucked into highly polished boots to the traditional wizard's robes and prefers dark reds and blues. Recently, her hurvan shepherd, Ulf is always seen by her side.

Character Notes:
Good or bad, thanks to Dr. Mordenheim, Kariya can see in total darkness, however, this has made her colorblind.

ARMOR
Armor Bonus
AC
with
shield
AC
no
shield
Flat
footed

Touch
attack
AC

PROFICIENCIES / NOTES:
Shadow Armor (leather +2)
+4
--
15
13
11

Armor (Light, Medium, Heavy)
Shield
Simple Weapons
Martial Weapons

* Feat: Improved Initiative

(no shield)    
COMBAT BONUSES
Attack
Bonus
Ability
Size
Magic
Misc.
MELEE
+7
     
+2
     
RANGED
+6
     
+1
     
INITIATIVE
+5
+1
  +4*
Base Attack Bonus
+5      
WEAPONS
Total Attack Bonus
Damage
Critical
Attack
Bonus
Range
Notes:
Short Sword
+7
1D6
19-20
0
 
Knife/Dagger
+7
1D4
19-20
0
10ft
 
Hand Crossbow
+6
1D4
19-20

0

30ft
 
 
   
 
   
 
   
FEATS SRC / Pg Description
Armored Caster
 NBoF
reduce your chance of arcane spell failure by 10%
Combat Casting
PHB/80
+4 bonus to Concentration
Improved Initiative
PHB/83
+4 bonus on Initiative
Scribe Scroll
PHB/84
Can create a scroll of any spell the character knows
Spell Focus - Evocation
PHB/85
Add +2 to DC for all saving throws against spells from selected school
Silent Spell
PHB/85
Can cast a spell with no verbal components, use slot 1 level higher
Enlarge Spell
PHB/82
double range of spell, use slot 1 level higher
Hardened Spell
 NBoF?
DC for counterspell is increased by +4 from school you have spell focus
Empower Spell
PHB/82
All variable, numeric effects are increased by one-half, use slot 2 levels higher
SKILL
Total
Ability
Ranks
Misc
  SKILL
Total
Ability
Ranks
Misc
Alchemy (INT)
7
5
2
Intimidate (CHA)*
Animal empathy (CHA)
Intuit Direction (WIS)
8
3
5
Appraise (INT)*
Jump (STR)*
Balance (DEX)*
Listen (WIS)*
9
3
6
Bluff (CHA)*
Move Silently (DEX)*
Climb (STR)*
Open Lock (DEX)
Concentration (CON)*
16
3
13
Pick Pocket (DEX)
Decipher Script (INT)
11
5
6
Read lips (INT)
Diplomacy (CHA)*
3
2
1
Scry (INT)*
Disable Device (INT)
Search (INT)*
Disguise (CHA)*
Sense Motive (WIS)*
Escape Artist (DEX)*
Spellcraft (INT)
16
5
11
Forgery (INT)*
Spot (WIS)*
11
3
8
Gather Information (CHA)*
5
2
3
Swim (STR)*
4
2
2
Handle Animal (CHA)
5
2
3
Tumble (DEX)
Heal (WIS)*
10
3
7
Use Magic Device (CHA)
Hide (DEX)*
Use Rope (DEX)*
Innuendo (WIS)
Wilderness Lore (WIS)*
10
3
7
Multiple skill section * untrained
Craft ( ) (INT)*
Ride (horse ) (DEX)*
3
1
2
Knowledge (Arcana) (INT)
11
5
6
Read/write (Common) (INT)
11
5
6
Knowledge (History) (INT)
6
5
1
Read/write (Hurati) (INT)
7
5
2
Knowledge (Geography) (INT)
8
5
3
 
Knowledge (Ravenloft) (INT)
7
5
2
Speak language (common) (INT)
11
5
6
Knowledge (War) (INT)
8
5
3
Speak language (Hurati) (INT)
7
5
2
Profession ( ) (INT)
   
Perform ( ) (CHA)*
   
SPELLCASTING
Save
DC
Total
spells
per day
 
Spells
per day
Ability
bonus
spells
School/
domain
spells
KNOWN SPELLS
Cantrips
 
36
 
 
 
Cantrips
Useful: Chill, Clean, Color, Dampen, Dry, Exterminate, Gather, Polish, Salt, Shine, Spice, Sprout, Stitch, Tie, Warm, Wrap;
Reversed: Dirty, Dusty, Hairy, Tarnish, Ravel;
Legerdemain: Change, Mute, Present;
Person Affecting:Blink, Cough, Nod, Twitch, Yawn;
Personal: Fire Finger, Smokepuff;
Haunting:Creak, Tap, Whistle.
First Level
Detect Magic, Read Magic, Protection from Evil, Alarm, Flash
Second Level
Magic Missile, Fog Cloud, Web, See Invisibility, Darkness, Whispering Wind, Arcane Lock,
Third Level
Lightening Bolt, Kariya's Carefree Kennel, Leomond's Tiny Hut
Fourth Level
Fire Trap, Shout, Wall of Ice
Fifth Level
Ball Lightening
1st
 
7
 4
 2
 1
2nd
 
6
 4
 1
 1
3rd
 
5
 3
 1
 1
4th
 
4
 2
 1
 1
5th
 
3
 1
 1
 1
6th          
7th          
8th            
9th            
NOTES:
MAGIC ITEMS
Shadow Armor
This form-fitting, shiny, black leather armor conveys the same protection as leather armor +2. In darkness (no more than moonlight or a single torch) it increases to +4. Three times per day its wearer can cause darkness 15' radius, as the spell and can hide in shadows (95%)

Ring of Spell Turning
This ring distorts the three normal dimensions, causing many spells cast at the wearer to rebound upon the spellcaster. Sometimes, a spell's entire effect is turned against the caster; sometimes, a portion of the effect rebounds.

Some spells are immune from the effects of a ring of spell turning:

1. Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
2. Spells that are delivered by touch are not turned
3. Magic contained in devices (rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.
When a spell is cast at an individual wearing a ring of spell turning, 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage of the spell has been turned back upon its caster.

Once the spell is turned, the effects must be determined. If the spell normally allows a saving throw, the intended target (the one wearing the ring) gains an automatic plus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on this die subtracted from 10. for example, a charm person spell is cast at a character wearing a ring of spell turning. A 7 is rolled on the die, turning back 70% of the effect. The ring wearer gains a +7 to his saving throw; the caster has a +3.

A saving throw is also allowed for spells which normally do not have one if 20% to 80% of the effect is turned. The saving throw adjustment is calculated as given above. No further adjustments are made for race, magical items, or any other condition including existing spells. To save, the character must have a modified die roll of 20 or greater. If the saving throw is made, the effect of the spell is negated.

For example, an illusionist casts a maze spell at a fighter wearing a ring of spell turning. The spell normally allows no saving throw, but the ring turns 30% of the effect. The fighter is allowed a saving throw with a +7 modifier. The illusionist must also save, gaining only a +3. The fighter's die roll is 15, which saves (15 +7 = 22); the illusionist's die roll is a 16 which, while close, fails (16+3=19). The illusionist becomes trapped in his own maze spell.

Once a spell is turned, the effects are divided proportionately between the two targets. If the spell causes damage, determine the damage normally and then assess the amount to each according to the percentage determined, rounding fractions to the nearest whole number. If a spell caused 23 points of damage, and 30% of it was turned, the intended victim would suffer 7. Durations are affected in a similar manner. In the above case, the spell duration would be 30% of its normal length for one character and 70% for the other. The effect of permanent spells for both characters remains unchanged.

Some spells affect a certain number of levels. When one of these is aimed at the ring wearer, the spell must be able to affect as many levels as the wearer and the spellcaster combined. If this condition is fulfilled, then the procedure above applies.

If the spellcaster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place:

01-70 Spell drains away without effect
71-80 Spell affects both at full effect
81-97 Both rings permanently lose their magic
98-00 Both individuals go through a rift into the Positive Material plane
A ring wearer who wants to receive a spell must remove the ring of spell turning to be able to do so.

Foldbox
A lesser and more benign use of the power of spatial folding, the foldbox is nothing more than a large container, possessed of many different-sized storage spaces. It has one each of the following compartments
(Length x Width x Height):
12'x6'x4'
6'x4'x3'
4'x3'x2'
3'x2'x1'
1'x6"x3"
6"x3"x1"
The great utility of the foldbox lies in its ability to get smaller as it is folded up. Its maximum deployment will expose all of the compartments at once, while the minimum shows only a fine wooden box (lidded) the size of the smallest compartment. A skilled user can get to any of the spaces without exposing any others. No matter how much material is placed in the foldbox (keeping in mind the constraints of volume), it will never weigh more than the weight of the box that is presently exposed (including contents). If the exceedingly tough box should somehow manage to get destroyed (save as metal +2), the resultant explosion caused by the loss of containment of extradimensional space does 10d6 damage, treating all 1's as 2's to all within 60' (save for half).
PERSONALITY

Confident, bold and aggressive, Kariya is willing and able to fight for her beliefs and her comrades. She has learned the value of discipline and hard work, and despises those who abuse their power. She is tolerant of others´ beliefs and enjoys meeting people from a variety of backgrounds. Kariya is slow to give her friendship, but when she does she gives it without reserve. She speaks her mind, and can sometimes be unintentionally harsh. She has been accused of having a temper.

Admirable Traits: honest, brave, responsible, adaptable, nurturing
Negative Traits: impatient, has a temper, quick to judge
Embarrass/Uncomfortable: feeling helpless, showing fear in front of others
Sense of Humor: likes to tease, enjoys amusing true stories, irony
Fears: making a critical misjudgement that will cause harm to companions
Interests: physical sport, strategy, animals
Favorite Place: The Wild Chessman in Tonn
Most Admired: Prof. Lasairian
Most Loved: Dad
Greatest Achievements: graduating from the Academy 2nd in her class, getting Canliss to stay with the party during a fight (sometimes)
Greatest Regret: not taking the time to develop close personal friendships
Personal Goals: saving her father, improve Nikita's self confidence, getting the party to think and act like a unit instead of a collection of individuals (unity is strength)
Other: does not become attached to personal items
Favorite Sayings/
Pet words:
"Alright. That's it!" (usually said just before pulling out the stops and casting the big damage spells)

BACKGROUND
Kariya was born the only child of Nigel Frazier and Ekeré McKenzie, both army mages who were married a few years before Kariya´s happy arrival. She was a much wanted and loved child who was both disciplined and fussed over with equal enthusiasm. Her mother was the disciplinarian who organized and planned Kariya´s upbringing with both love and energy, and a little help from Kariya´s absent-minded and scholarly father.

Through it all she had a happy childhood, making the most of the family´s tendency to relocate often by seeing each new home as a place to explore and learn about. Her vagabond lifestyle forced Kariya to say good-bye to her playmates often, creating in her a tendency to choose her close friends carefully. Kariya kept fond memories of each new home, and was never one to regret what she had lost or place too much importance material things. She learned to accept change and not to fear the future or the unknown.

With magic and mystery surrounding her from birth, Kariya knew at a very young age that she was going to be a mage like her parents. Her doting father taught her some cantrips when she was just learning how to read, until her mother found out and insisted that the child wait to learn magic at least until after she could tie her own shoes. Still, there was no holding the bright, and ambitious young Kariya back, and she enrolled at the College A´Magigo as soon as she was old enough. Like her parents before her, Kariya accepted a commission in the Hurvan Army and learned the skills of a soldier in tandem with her magical studies.

Intelligent and hard-working Kariya excelled at the college. Her parents were very proud, and her loving father tried not to be too disappointed when his little girl chose to be an invoker instead of a conjurer like himself. Kariya very much enjoyed both the academic challenges and camaraderie of college life. She made the first close friends she had known in quite a while, including her room-mate Karmen Vecchio, and a young medical student named Julian Alexander who became Kariya´s first real love. Kariya also earned the respect of her professors, and became good friends with many of them -- especially her favorite professor, Lasairian, who taught monster studies at the college, and Major Duvan, who taught Kariya the skills of a soldier.

Kariya, however, did not get along with everyone at the college. The one bane of her academic life was Creighton, the son of her parents´ closest friend and Kariya´s greatest rival. Creighton was to Kariya´s mind excessively competitive and thrived on exceeding Kariya´s efforts in every subject, and she was quite relieved when her nemesis chose to stay at the college rather than pursuing a career in the army.

Kariya had always known what she wanted and been confident of success. She graduated near the top of her class and moved into army life with great passion. The young Kariya excelled at strategy and tactics, and adapted easily to the discipline of army life, though she secretly cherished great fondness for the showmanship of marching and drilling in a unit.

Kariya was was well liked by the other soldiers for her courage and fairness. She was willing to stand up for what was right, even at the risk of censure. Kariya proved this in one incident in which she witnessed an overly aggressive officer physically abusing a young recruit to the point of endangering the cadet´s life. Even though the officer threatened retribution, Kariya intervened and sought assistance from the commanding officer. The entire unit thanked her when the abusive officer was dismissed from the army, and Kariya was promoted to lieutenant.

In light of her drive and initiative, Kariya was transferred to a special army unit assigned to solving problems and eliminating dangers on the home front. At first disappointed to be sent away from the war, Kariya soon discovered a place for herself in a small unit commanded by the stern but likable Captain Rosencrantz. Kariya quickly became close friends with her captain and the company archer, Sergeant Guildenstern.

It was in the company of this unit, while assigned to investigate a problem at Reception Pass, that Kariya met a very unlikely group of adventurers who were guarding a merchant caravan. The paladin, Rhavin, she knew she could trust at her back, and of course the priest of Azkal. But she wasn´t so sure about the others. Though Alanna seemed nice enough, Kariya never did have much use for illusionists. Nikita, the priestess of Torodin, seemed awfully ill-prepared for a fight and Kariya fully expected her to run at the first opportunity. And then that street- trained mage, Canliss - who knew what kind of reckless spells he might start flinging around? They certainly weren´t anything like a disciplined army unit, but Kariya resolved to work with them as best she could -- it would only be for a little while....