[b]Name:[/b] Kalana yr Kaziza al Dumein yi Memnon [b]Age:[/b] Twenty Seven [b]Class:[/b] Mage [b]Gender:[/b] Female [b]Length:[/b] 1.75 meters / 5’9” [b]Race:[/b] Tiefling [b]Racial benefits:[/b] +1 Int, -1 Wis, Darkvision 60 feet, Minor resistance (5%) to cold, electrical and fire damage. [b]Appearance:[/b] [indent][center][img]http://i.imgur.com/Wa8lm8A.png?1[/img][/center] Most people [i]smell[/i] Kalana first. The heavy sweetness of ash and scorched wood and bitter dust clings to her no matter the circumstance. It makes an impression—often a poor one—and this rarely improves upon [i]seeing[/i] her. Firstly, there are the horns; massive, black and red, and twisting into a ram’s hook, they are the most obvious mark of her abyssal ancestry. If that weren’t bad enough, her blackened sclera and orange irises tend to unsettle most who make eye contact. Faint mottled markings are scattered across her bronzed face and neck, meeting nails that nearly qualify as claws. An angry scar runs through her lip, one among many across her form. Kalana wears her black hair pulled back with a small golden headdress suspended from her horns and draped to her forehead. Her robes are finely made, bearing the sigil of Memnon. Covered in gold and red brocade, they are nonetheless functional, constructed for the range of motion demanded of casting. [/indent] [b]Stats[/b] [indent]STR: 12 DEX: 15 CON: 13 INT: 19 WIS: 9 CHR: 10[/indent] [b]Spells:[/b] [hider=Notes]I’m using this [url=http://www.d20srd.org/srd/variant/magic/spellPoints.htm]spell point system[/url] I’m using the [url=http://www.d20SRD.org]d20SRD[/url] for spells, assuming a level 6 wizard. Damage, range, and other mechanic information provided for background, but all of these are subject to the needs of the narrative. Rest assured that I will adapt magic to the needs of the roleplay. Ranges given are maximum distance. Spells marked by † are adapted from the Baldur’s Gate [url=http://www.baldursgate.wikia.com]wiki[/url].[/hider] [indent]Point Total: 35 1st, costs 1: [indent][i]Grease:[/I] Close range (40 feet, covers a 102 foot area). 6 round duration, covers the ground in slippery grease. All creatures in target area must make a reflex save per round or fall. Walking through grease reduces speed by half and requires superb balance. This spell can also target items—for example enemy weapons can be targeted. An ally’s armor may be targeted to provide a bonus to escape artist checks and grappling. [I] Magic Missile:[/I] Medium Range, 160 feet. Up to five creatures may be targeted. Three missiles (with up to two more by spending 1 additional point per missile) strike their target unerringly, each missile dealing 1d4+1 force damage. [I] Blindness:[/I] Medium Range, 160 feet. Targets one living creature. Permanent duration, although high fortitude negates the effect. Calling upon the powers of unlife, Kalana can render a subject blinded. [i]Burning Hands*:[/I] 15 foot area, cone shaped burst. Any creature or flammable material in the area of effect takes 5d4 damage.[/indent] 2nd, costs 3: [indent][i]Melf’s Acid Arrow: [/i]Long range, 460 feet. One arrow of acid speeds to its target and strikes on a successful ranged touch attack. 2d4 damage on striking and persists for an additional 2 rounds of 2d4 damage unless neutralized. [i]Aganazzar’s Scorcher*†:[/I] 20 meter range. Kalana creates a line of fire that starts on her and ends at her target. Target and anyone caught within half a meter of the line receive 3d6 points of damage. Fire resistance can reduce or negate damage. No saving throw. [i]Mirror Image: [/i]Personal, lasts for 6 minutes. 1d4+2 duplicates of Kalana pop into being, lingering near her. These figments remain within 5 feet of each other and are purely illusionary, but imperceptible visually or by hearing. The figments mimic her actions. Enemies must attempt to select Kalana from the figments. While moving, Kalana can merge with and split off from figments to confound enemies. This spell has no effect on blinded creatures. [I] Horror†:[/I] 25 meter range. All hostile creatures within a target 10 meter cube area must save vs. death or flee in terror. Undead are unaffected by this spell.[/indent] 3rd, costs 5: [indent][i]Remove Magic†: [/i]10 meter cube AOE, works only on enemies. Removes magical effects from spells, potions, wands from every enemy in its area. It doesn’t affect protections from magical items or spell protection, 65% chance of success. [i]Melf’s Minute Meteors†:[/I] 70 meter range, one target per meteor. 1d4+3 and +3 fire damage per meteor. Six meteors, each treated as a missile with +5 bonus to attack rolls. Up to 5 meteors cast per round. [i]Hold Person:[/I] Medium range (160 feet), targets one humanoid creature and lasts for 6 rounds. The target becomes paralyzed and freezes in place. The target breathes and is aware and may attempt a saving throw per round. [i]Fireball*:[/I] Long range, 640 feet with a 20 foot radius spread. Deals 6d6 damage to every creature within the area. The explosion creates no pressure. Ignites combustibles in range and damages objects in the area. It can melt metals with a low melting point. [/indent] [b] Skills:[/b] [indent]Knowledge (Arcana) - 60 Knowledge (Planes) - 50 Language (Abyssal) – 100, racial trait. Language (Primordial) – 15, a rough understanding, speech is clumsy. Concentration- 50 Use Magic Device- 50 Spellcraft - 75[/indent][/indent] [b]Abilities: [/b] [indent]Empower Spell – Doubles spell cost, increases damage by ½. Spell Mastery - Due to her specialised training, Kalana can cast fire based magic (marked by *) without referring to her spellbook.[/indent] [b]Armor:[/b] Adventurers Robes (AC 10, +1 bonus against missile weapons) [b]Weapons:[/b] Quarterstaff, Sling, Bullets (40) [b]Gear:[/b] Backpack, bedroll, winter blanket, spell book, quill and ink, journal, spell component pouch, torch, flint and steel, waterskin, needle and thread, rations (3 days), 2 scrolls of Identify, Ornamental Jambiya. [b]Gold:[/b] 96 GP [b]Biography:[/b] [indent]Life isn’t often easy for tieflings in Faerun—unless you can be useful to the genasi of Calimshan. Born to a human slave of House Dumein, Kalana was lucky enough to have her abyssal heritage and quick mind considered useful by its matriarch, Kaziza. Elevated out of slavery into citizenship, Kalana was provided an extensive magical education for the mere cost of her fealty. In a city ruled by firesoul genasi, Kalana’s training focused, naturally, on fire based magic. It was, fortuitously, a good fit for her short temper and wild nature. Although never the social equal of the ruling genasi, Kalana’s obsessive drive for arcane excellence earned her both respect and opportunity. Belonging to the house of one of Memnon’s most affluent Sultans helped in no small measure. It was inevitable that Kalana would go to war. Trained in the Art and thirsting to prove herself, she joined the bloody fighting across the Calim desert. The war was not so much a war as a protracted massacre of all participants. Kalana spent several years mired in slaughter, surviving by luck as much as skill. The thrill of combat could not sustain her forever—and after nearly seven years of war, Kalana grew weary. She awaited her opportunity to leave Calimshan and indulge her wanderlust. That opportunity came at great cost; her company was mutually obliterated by a contingent of djinn from Calim. Kalana managed to kill her competing survivors and claim their supplies and wealth for herself. Seizing her chance, she headed north. Six near death experiences and the worst month of her life later, she stumbled into Tethyr. Kalana learned quickly that the rest of Faerun was [i]not[/i] Calimshan. She had expected to find a prestigious position as an arcane advisor or tutor to nobility; a job befitting her station. The world she found was horrifyingly backwards. Humans were no longer slaves and instead ruled most lands they touched. Her fiery nature was no longer a mark of her personal greatness. Feared and despised, Kalana was forced into a life of adventuring and mercenary work in order to survive. The wizard’s offer of employment is simply the last in a long line of jobs, ranging from utterly tedious to nearly lethal.[/indent]