Kariya Makenzie Fraser, Invoker, Captain-Royal Hurvan Army
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| ABILITIES |
Ability
Score
|
Ability
Modifier
|
|
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 |
|
| |
|
|
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|
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| |
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| |
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|
|
| 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) |
|
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|
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|
|
|
| Perform ( ) (CHA)* |
|
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| 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 |
|
|
|
|
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| 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.... |
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