Amara

A young girl with strange magical powers, and the niece of Professor Aumry.

Description:

A petite young girl sits on a box, swinging her legs and playing with a doll painted a deep cerulean. She wears a blue dress with white lacy frills. A piece of grey slate hangs around her neck with the smudged red handprint of a child on it – perhaps hers. Her hair is elaborately braided down her back. “I hope father is at the dock when we get there Susalia.” She hums a soft tune to herself and brushes the doll’s fine white hair with a small brush.

Bio:

Race: Human Female (age 11ish)
Homeland: Zhentil Keep
Class: Sha’ir
Kit: Planeswalker
Alignment:
Religion: Chelk
Level: 1st
Experience: 1418
Next Level: 2500
Max Level: Unlimited


Ability Scores:

Str 10 Stamina 12
Muscle 7
Dex 16 Aim 16
Balance 16
Con 16 Health 13
Fitness 18
Int 16 Reason 15
Knowledge 17
Wis 16 Intuition 14
Willpower 17
Cha 15 Leadership 13
Appearance 16

Reactions:

  • Initiative: +0
  • Surprise: +1
  • NPC Reaction: +1

Combat Statistics:
Hit Points: 4
Armor Class: 16 (2 Dex, Armor spell)
Base Attack Bonus: +0
Saves:

  • Paralyzation/Poison/Death: 14
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 13
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special

Thief Skills: (unarmored)

PP HS
OL HN 20%
F/RT CW 60%
MS RL

Non-Weapon Proficiencies: General, Rogue, Wizard

Modern Languages (Common) 16 Portal Feel 13
Modern Languages (Tharian) 16 Planar Sense 15
Modern Languages (Zhent Argot) 16 Alchemy (Poisons) 14
Modern Language (Planar Slang) 16 Sabotage 15
Local History (Moonsea) 15 Disguise 14
Planar Survival (Plane of Air) 14 Spellcraft 14
Direction Sense 17 Underclass 16
Etiquette 15
Genie Lore 16

Weapon Proficiencies:
Knife
Sling


Special Powers:

  • Zhentil Keep natives get unlimited access into and out of the Keep.
  • The spellcasters of Zhentil Keep are masters of combat-oriented spells and can bring down even the mightiest enemies with their devastating magic. They cast all direct attack spells as if they were two experience levels higher than they actually are. Direct attack spells are any spells that cause hit point damage immediately upon being cast, like a magic missile, fireball, or lightning bolt.
  • Planewalkers know the dark of various planar entities that can only be hit by magical weapons. They reduce the required enhancement to strike a creature by one step-to a minimum required enhancement of +1 (they still can’t harm creatures requiring magic weapons with a mundane weapon).
  • Planewalkers have contacts scattered throughout the planes. The player should pick three planes where his character “knows someone”. These contacts may be friends, mere acquaintances, or even bashers that the planewalker knows only through mutual acquaintances. Nevertheless, they can be sources of information and help. The player should work with the DM to flesh out these contacts as NPCs (see planar contacts for some examples).
  • Having dealt with the races and creatures native to the planes since their first days as apprentices, planewalker spellcasters have had to cope with magical resistance. When casting a spell at a creature with magic resistance, the planewalker reduces the resistance by 5%, plus 1% per level of the planewalker.
  • Since a planewalking caster cannot rely on his spells working as he moves about the planes, planewalkers tend to hone their combat abilities. On any plane where his spellcasting powers are diminished, a planewalker gains a +1 bonus on attack and damage rolls. Non-caster planewalkers do not receive this benefit.
  • Planewalkers can use the “Climb Walls” ability as a more general “get around in nonstandard or nonhorizontal environments” check. The character has the same percentage chance to wend his way through the mechanisms of Mechanus, climb along the jagged mountains of Gehenna, or navigate plains of broken volcanic glass on Baator.
  • All Air-based attacks are at -2 to hit, all saving throws against that element are at +2, and all damage from that form of attack are at -2 per die (minimum damage of 1 point per die). The sha’ir enjoys these benefits when the gen is within 10 feet.

Sha’ir Spells:

Caster Level: 1st (3rd for damage-dealing spells)

Chance of Retrieval

Spell Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Common 80% 70% 60% 50% 40% 30% 20% 10% 0%
Time 1d6+1 rds 1d6+2 turns 1d6+3 turns 1d6+4 turns 1d6+5 turns 1d6+6 turns 1d6+7 turns 1d6+8 turns N/A
Rare/Priest 40% 30% 20% 10% 0% 0% 0% 0% 0%
Time 1d6+1 hours 1d6+2 hours 1d6+3 hours 1d6+4 hours N/A N/A N/A N/A N/A

Gens can retrieve spells for their masters. A sha’ir simply states the spell which he or she desires, and the loyal gen rushes off to the elemental planes to find it. Sha’irs can only request spells which they know exist. When requesting a spell from his or her gen, a sha’ir must specify which spell it is, and whether it’s a wizard or priest spell. The gen immediately sets out to find it on the outer planes. The length of time that a gen searches for a spell depends on the type of magic sought: Even if the gen doesn’t find the spell (or has no chance of doing so), it expends the full amount of time searching. Once the request for a spell is made, the gen cannot be recalled until its search is done.

To determine whether a gen’s search is successful, the DM makes a percentage roll. A roll of 90 or more always indicates failure. A gen’s failure to gather a spell never harms its master (beyond disappointment). The gen simply returns after the usual period of search, extremely apologetic for its failure. If the sha’ir requests the same spell again, the gen immediately repeats the search. However, its chance of success drops an additional 10 percent for each failed attempt within a given 24-hour period. (The penalty applies only if the gen is seeking the same spell again.)

If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. The sha’ir can cast the spell within 30 minutes; thereafter the magic is lost. Damage and other effects for the spell reflect the sha’ir’s experience level. The gen cannot set out to retrieve another spell for its master until the previous magic has been cast or has expired.

The sha’ir gains the spell because the gen “shares” the verbal and somatic components immediately upon returning. Their link is mental, not verbal. Hence, the gen can describe any material components needed, but it’s still up to the sha’ir to supply them.

Susalia:

  • Alignment: Neutral (lawful and good tendencies)
  • Intelligence: 6
  • Armor Class: 15
  • Hit Points: 2 (1/2 HD)
  • Attack: +0, 1d6 damage
  • Saves: As 2nd-level Wizard
  • Movement: 9, Fly 12 (B)
  • Morale: 18
  • Special Defenses: +2 AC and Saves and -2 damage per die from Air-based attacks.

Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 turns. If the master moves to another plane, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha’irs.

A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a wall of force or a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha’ir between it and them). The appearance is random, however, so it’s impossible for a gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its master (if possible) in 1d6 turns.

When a gen dies, its master feels the loss immediately—and literally. The sha’ir’s hit points drop by half. If this loss reduces a sha’ir to 0 or fewer hit points, the wizard must make a saving throw vs. death magic. Success means that the sha’ir remains alive, with 1 hit point, while failure indicates death. Damage caused by the death of a gen can be healed normally. A gen that has died and is later brought back to life suffers a permanent 1-point penalty in morale and loyalty.

A successful dispel magic or similar spell also can break the link. The latter does not harm the sha’ir, who can reforge the link with that particular gen by summoning it again. The death of the caster also frees the gen of its obligations, and the elemental familiar immediately returns to its native elemental plane. If the sha’ir is raised, he or she can regain the same gen by the act of summoning and binding the familiar. A gen can be ensnared by charm or similar spells, but it won’t turn against its master unless a morale check is failed.


Penalties:

  • Hillsfarran Red Plumes attack Zhents on sight.
  • Zhentarim and Zhentilar agents are forced to funnel 50% of their funds (before expenses) back to Zhentil Keep. Failure to do so results in the issuance of a death warrant that few can escape.
  • Zhent spellcasters suffer a reduction in magical ability when casting divination spells, all such spellcasters must lower their effective caster level by two when casting such spells (minimum 1st). This reduction applies to spells cast personally or invoked with magical items.
  • There is always a plane that a body can’t quite get the hang of-no matter what. To reflect this, the player should decide on one plane (subject to DM approval) where the planewalker can’t make any spell keys work. No matter what, the planewalker will never be able to understand how magic on that particular plane works, even with the proper keys. (Elemental Plane of Fire)

Advancement Notes

Armor Allowed:

  • Bracers.

Weapons Allowed:

  • Dagger, Dart, Jambiya, Knife, Quarterstaff, Sling
  • Characters from Zhentil Keep gain an additional 15 discretionary points to spend on thief skills per experience level. This benefit extends to any character with rogue skills, even those that do not normally gain discretionary points to improve their abilities.
  • At 3rd level, a sha’ir gains the ability to recognize the works of geniekind, including their magics and the items they’ve created.
  • At 5th level, a sha’ir can call upon the jann for aid.
  • At 7th level, a sha’ir gains additional protection against elemental attacks.
  • At 9th level, a sha’ir can call upon one of the more powerful genies for aid.
  • At 11th level, a sha’ir can bind one of the true genies (dao, marid, djinn, or efreet) as a personal servant.
  • At 13th level, a sha’ir can create a prison to entrap a genie.
  • At 15th level, a sha’ir can enter the elemental planes at will.
  • At 17th level, a sha’ir can receive an audience with a great ruler of the genies.

Equipment:

  • Scarf (a Portal Key connecting a gate somewhere in Old Phlan to the Citadel of Ice and Steel in the Elemental Plane of Air)
  • Dress
  • Cloak
  • Holy Symbol of Chelk
  • Obsidian knife inlaid with gold Zhent Symbol on blade
  • Hidden money pouch
  • Money purse holding a few coppers
  • Bag
  • Spell component pouch

Cash: 377gp (in hidden pouch)

Amara

Ruins of Adventure Brand_Darklight dougnoel