Niachi

Description:

Player: Alex Orzulak
Character Name: Niachi
Race: Elf Sex: M
Height: 6’ 8" Eyes: grey
Weight: 170 Hair: black
Size: M Age: 20
Class: Mage/Fighter
Kit: Shadow Wizard
Level: 7/7
Alignment: N
Hair color: black
eyes: grey

Tribe: Shadows
Role: Mercenary. They have their own distinct dress, heraldry, and fighting styles apart from usual Shadows.

Current Experience: Mage: Fighter:
Need for Next Level:
Thaco: 14, ranged 12
Armor Class: 6 in armor
Without Dexterity: Rear: 8
Hit Points: 38
Temporary:
Movement Rate 17

Ability Scores

STR 10
DEX 16 Reaction Adj. Missile Bonus +1, Defensive Adj -2 AC
CON 15 +1 HP/level
INT 18 Maximum Spell Level: 9 Learn Chance: Max Spells/lvl: Bonus Proficiencies: +7
WIS 16 Magical Def. Adj. +2
CHA 14 Reaction Adj. kit penalty -2

Saving Throws:
Paralyse, Poison, or Death Magic 14
Rod, Staff, or Wand 11
Petrification or Polymorph 14
Breath Weapon 15
Spells 12

Special Abilities:
Racial Abilities- 60’ darkvision, surprise foes in wilderness if alone or with elves
Class Abilities- – Teach weapon proficiencies if specialized
• Operate heavy war machines
• Supervise the construction of defenses
• Command troops: 100/level

Languages Known: common, halfling, kreen, goblin spider, braxat

Kit Abilities: Chill Touch, 7x day, communicate with all shadow creatures. They may not heed him, but they will understand him and he them.

Weapon Expertise: 2H sword
Weapon proficiencies: 2H weapon*: +3 bonus to initiative with 2H weapons, longbow, dragon’s paw, dagger, forearm axe
NWP: bonus: planes lore
12 slots: survival (underground), somatic concealment, gem cutting, appraising, intimidation +2 (Str 12 or Cha 16) heat protection, literacy, blindfighting, spellcraft, fire building

  1. attacks:
    2/round with 2-handed sword
    2/round with dragon’s paw proficiency
    3/2 rounds with club, dagger, forearm axe

Equipment:

bone 2H sword: thaco 15, SF 7*, D10-1 /3d6-1 (with Enchanted Weapon: Thaco 14, d10+1/3d6+1)
tribal longbow (1 to hit) Thaco 12: D6-1 with bone arrows, thaco 11, D8/D8 with steel sheaf arrows (with Enchanted Weapon: 2 arrows: thaco 10, D8+1)
2 bone daggers (boot and forearm sheath) thaco 15, d4-1/d3-1 thrown thaco 13
bone dragon’s paw: thaco 14, D6-1/d4, 1 attack/rnd, +2 to parry attempts
bone war club in leg sheath: SF 7, Thaco 15, D6/D4, range 2/4/6
With Bone Club spell: thaco 14, D6
1/D4+1, vs undead: thaco 11, D6+4/D4+4

obsidian forearm axe

Items:
14 bone flight arrows, 12 steel sheaf arrows
wide brimmed grey cloak over grey leather armor, firekit, 3 torches, sturdy long boots, small backpack, long white leather glove

Magic:
The Hematite Ring: a thumb ring, wearer can cast Animal Friendship once per day upon any spider. It also bestows a +1 to saves versus spider venom

Encumbrance:
(Weight in packs: Weight in pouches: Other: )

money: 85 cp, 9 sp, 1 50 cp obsidian orb in pommel of a dagger

Kit Abilities:
Pulls spell energy from the Black, does not need spell components.
Communicate with all shadow creatures. They may not heed him, but they will understand him and he them. At 9th level, the shadow wizard is no longer effected by the cold of undead creatures, shadows, or the Black.

Special Attacks: Chill Touch,1x day per level, 7x day:
Spell Level: 1
Schools: Necromancy, Shadow
Range: Personal Casting Time: 1
Duration: 10 rounds (3 rds + 1 rd/level Saving Throw: Negates
Target: The caster

Bestows a blue glow upon your hand that can be used as a touch attack while the spell persists. A creature touched by your hand (requiring an attack roll) must save vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. Creatures not rated for Strength take a -1 penalty to their attack rolls for every two successful touches. Strength lost by this spell returns at the rate of 1 point per hour.
Undead creatures hit by the spell who fail their save are not damaged and do not lose Strength, but they do flee from the caster for 1d4 rounds, + 1 round/level of the caster.

Kit Penalties:
-2 reactions
35% of him is pure shadow: left arm and left torso. Shadow increases 5%/level to maximum 50% at 10th level

Spells: 4/3/2/1
1st: Burning Hands, Fist of Stone, Friends, Light/Darkness, Jump, Shield, Message, Read Magic, Detect Magic, Detect Undead, Cooling Canopy
2nd: Orb of Power, Choke, Blur, Spectral Hand, Detect Invisibility, Cat’s Grace, Glitterdust, Footsteps of the Quarry, Blur
3rd: Mental Dagger, Bone Club, Tongues, Wraithform, Vampiric Touch, Wizard Sight, Spirit Armor
4th: Spiderstrand, Minor Globe of Invulnerability, Touch The Black, Mage Seeker, Enchant Weapon, Secure Shelter, Greater Malison

Niachi’s spells are known for their heavy lingering scent of iron.

Spell Descriptions:

2nd:

Cat’s Grace (Abjuration)
Duration 7 hours (1 hour/level)
Casting time: 2
area of effect: creature touched
Just as a strength spell can increase a subject’s physical power for a time, cat’s grace can enhance a subject’s Dexterity. All abilities and skills that are Dexterity-based may be affected by an enhanced Dexterity score, including a subject’s reaction adjustment, missile attack attack adjustment, defensive adjustment, Dexterity-based proficiency scores, and adjustments to their abilities. The exact amount of Dexterity gained depends on the subject’s class; multi-classed character’s use the favorable die.
Class Dexterity Gain
Rouges d8 points
Wizards d6 points
Warriors d6 points
Priests d4 points
The spell cannot confer a dexterity score of 20 or more and is not cumulative with other dexterity enhancing magical or psionic powers. Subjects without dexterity scores gain a bonus of 1 to AC and a +1 to attack rolls with missiles for the duration of the spell.

Footsteps of the Quarry (Divination)
Range: 0
Duration: 7 hours (1 hour/level)
Casting Time: 2
Area of Effect: special
Saving Throw: none
When cast upon himself or a chosen target, this spell allows the caster to follow the
tracks of a specific creature or person named at the time of casting. The person so
named must have traveled through the area within the last 24 hours.
The spell creates a line of footprints that lead in the direction taken by the person
being tracked. The footprints fade into invisibility once the tracker has passed. The
spell lasts for one hour per level of the caster and continues tracking the quarry for
the full length of time regardless of whether or not the quarry is still within an area
that could be reached within 24 hours.
Even if the quarry is riding, the footsteps appear just as if he had walked across
the land himself. If the quarry crosses through water along the path, the footsteps
stop and resume on the other side. Should the quarry not leave the water directly
opposite where he entered, the tracker may have to spend some time locating the
place where the quarry left the water. Should the quarry leave the ground by levitating
or flying, the trail is lost and the spell ends.

3rd:
Mental Dagger (Alt., Conjuration/Summoning)
Thaco 13
max # of daggers: 4
Damage: 2d4+2 each
Range: 50 feet
Components: V,S
Duration: special
Casting Time: 3
Area of Effect: caster
Saving Throw: none
cost: 12 each (1/4 total PSPs per dagger)
By concentrating and speaking a word, the wizard may convert his own psionic
strength points (PSPs) into a dagger-shaped force and hurl it at a target within 50 feet of
him. Each such use requires the expenditure of one quarter of the caster’s total PSPs, so
the trade off is normally of most use to those with a single wild talent. The wizard
receives no penalty for either nonproficiency or distance, The dagger does 2d4 points
of damage, +1 point per point of the wizard’s Intelligence score over 16. Thus, if the
wizard has an Intelligence score of 18, the dagger will inflict 2d4 +2 points of damage.
For the purposes of hitting someone protected by a stoneskin spell, the dagger will use
up one point of the stoneskin and still do damage (just as if it were a magic missile).
Further, the mental daggers act as if they were +2 weapons for purposes of hitting
creatures that may only be harmed by magical weapons.
The dagger disappears upon impact. Up to four daggers may be formed so long
as the wizard continues to fuel them each round. If he stops to cast another spell or
engage in melee, the spell is lost and no more daggers can be formed.
Because of their origin, the daggers detect as being psionic rather than magical.

Touch the Black (Conjuration/Summoning)
Range: 60 yards
Duration: 1 round/level
Casting Time: 3
Area of Effect: 40 foot cube
Saving Throw: 1/2

When cast, this spell calls into being a 40-foot cube of inky-black nothingness that chills everything inside it. Those within must make a successful saving throw vs. death magic or take 1d6 points of damage for every level of the caster. Those who are successful take only half damage from the numbing cold.
All within the cube are chilled to the bone whether they successfully save or not, and are at a -2 penalty to their attack and damage rolls for the next 1d4+1 rounds. Those within the cube are unable to see through the blackness; the caster is able
to make them out as dim shadows within it.
The material component for this spell is a shard of obsidian or glass.

4th:
Enchanted Weapon
Casting time: 1 turn of bizarre ritual dancing
Duration 35 rounds (5 rounds/level)
This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons.
Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell.
The spell functions on existing magical weapons as long as the total combined bonus is +3 or less.
Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration.
This spell is often used in combination with the enchant an item and Permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus.

Psionics
Wild Talent:
Immovability con -5 (10), PS 9,6/rnd
PSPs: 49, 11/rnd
Range: 0 Preparation Time: 0 Area of Effect: personal
Prerequisite: none
When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot. Moving the psionicist requires a combined Strength total that is at least 10 times greater than his immovability score (10, Con -5). If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he‘s contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power. This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor. If the psionicist’s power check results in a 1, he attaches himself so well that even he can‘t break free simply by shutting off the power. He must pay the initial cost again (9 PSPs) to free himself.
Power Score-Moving the psionicist becomes impossible.

Kit notes:

The shadow wizard uses a different energy source for memorizing and casting spells. In this case, that source is the plane of existence known only as the Black. Character Class: Like ceruleans and necromancers, shadow wizards have found another source of energy to power their magical spells. Either preservers or defilers can be shadow wizards, which means they can draw spell energy in the normal manner, or pull it from the shadowy depths of the Black. Shadow wizards may combine the wizard class with any other possible class except cleric, druid, or ranger. Shadow wizards (sometimes referred to as black wizards) are extremely rare, though they have been around far longer than ceruleans.

Races: Elves, half-elves, and humans may select this kit. The claustrophobic nature of the Black makes it unsuitable for aarakocra characters.

Requirements: Shadow wizards need a minimum Wisdom score of 16 and a Constitution score of 15 to withstand the mental and physical rigors of touching the dimension of darkness. While they can be of any alignment, one aspect of their alignment must be neutral.
Role: Shadow wizards have been around for many centuries, though never in large numbers. They are mystics who have reached out and touched the Black, one of the dimensions that separates Athas from the rest of the multiverse. They tap the cold power of this dimension for the energy they need to cast their spells. More over, they use darkness and light—and the shadows they cast—to understand the meaning of existence by examining what is missing. The few who know that shadow wizards exist consider them to be evil beings of pure darkness. These few are wrong. Shadow wizards appear distant, cold, even bleak, but they can be of any alignment. This bend toward law or chaos, good or evil, is tempered by an unyielding neutrality. The shadow wizard believes in a balance in all things, for there can be no shadow without both light and darkness. Shadow wizards are always cold to the touch, even in the heat of an Athasian day. As long as a connection to the Black exists within 10 feet of a shadow wizard, he has access to its energy. These connections exist wherever light forms shadow. In complete darkness, there can be no shadows, so no connection to the Black is possible. They spend a portion of each day basking in shadow, and they tend to stick to shadowy places most other times. They always wear robes or cloaks full of folds and shadows, even on the hottest days. These wizards believe themselves to be separate and apart from the rest of the world. Like the Black itself, they see themselves as great dividers. On one side is everything that exists; on the other, everything that doesn’t. The shadow wizard walks the narrow path between, always with one foot in the Black. To accomplish this, a shadow wizard sacrifices a portion of himself to the Black, becoming part living shadow. In many ways, the robes they wear are to hide this sacrifice from others who would misunderstand and fear such a sight.

Class Modifications: Shadow wizards tend to favor spells that produce either shadow or light in some capacity, as well as divination spells. They avoid darkness spells, as these obliterate shadow, thus weakening their power. Because of the unstable connection to the Black, shadow wizards must roll on TABLE XVII: GATHERING ENERGY THROUGH DEFILING MAGIC (see Chapter One) to determine how many spells they can cast each day. Rather than determining terrain type, the character should roll 1d10. On a 1 he uses the barren terrain line; on a 2-4, the infertile one; on a 57, the fertile terrain type; on a 8-9, the abundant one, and on a 10, he uses the lush terrain line to determine how many spells he can memorize for the day. An Intelligence check is required just as it is for defilers. This check determines the wizard’s ability to call upon the Black that day.

Weapon Proficiencies: The same restrictions as regular wizards apply.

Nonweapon Proficiencies: Bonus Proficiency: Planes lore. Recommended Proficiencies: Astrology, direction sense, fire building, meditation, mental armor, reading/writing, spellcraft.

Special Benefits:
At 5th level, a portion of the shadow wizard’s body becomes living shadow. This portion is the size of the wizard’s hand, and each level thereafter the living shadow spreads until 50% of the wizard’s physical form is replaced by shadow. This shadow has a permanent chill touch spell effect upon it that can be used once per level per day. This change to shadow doesn’t affect the amount of water a shadow wizard must consume each day. At 7th level, the shadow wizard gains the ability to communicate with all shadow creatures. They may not heed him, but they will understand him and he them. At 9th level, the shadow wizard is no longer effected by the cold of undead creatures, shadows, or the Black.

Special Hindrances:
Because of the shadow stain spreading over this type of wizard, and because of the chill air that seems to hang around them, shadow wizards begin play with a -1 reaction penalty that increases as they advance in level as follows: 1st-4th level, -1; 5th-7th level, -2; 8th-10th level, -3, 11th level and above, -4. In addition, if any character sees the shadow stain for the first time, he must immediately save vs. petrification or flee in terror, possibly raising an alarm. In the absence of shadow, such as in total darkness, a shadow wizard is cut off from the Black. Spells must now be cast through normal methods, and the shadow wizard must make a Constitution check at -2 to withstand the change in temperatures. A failed check inflicts 1d4 points of damage on the wizard. When a shadow wizard accesses the Black for spell energy, he must make a Constitution check to withstand the physical and mental chill of the dimension (though he isn’t actually entering the plane, just connecting to it in some mysterious way). If the wizard gathers spell energy as he casts spells, a failed check inflicts 1d2 points of damage upon him and the spell fails. If the wizard gathers energy during the memorization process, a failure inflicts 1d6+1 points of damage. He can make a second attempt at that time. A second failure inflicts the same type of damage and no memorization occurs that day; the wizard can’t memorize new spells until 24 hours have passed. This hindrance disappears once the wizard reaches 9th level. Wealth Options: A shadow wizard starts play with (1d4+1) x 30 cp.

Bio:

Bio:

Given to cryptic pronouncements, or stony silence, Niachi emerged out of some impassable underground ruin in his 14th year, having adventures including helping a royal nest of goblin spiders secure mutual goals. A far-ranging mercenary for Elven concerns, he is seeking several tools to secure his advancement, including an underground haven, raw obsidian of the highest quality, and the means to bond with a familiar at home in the shadows.

Currently stationed in Kurn to learn more about it’s ancient elven past and ruins to explore. Also someplace known as the Deadlands sounds informative.

Niachi will always have a Light spell available to cast enough shadow to work with, and he refuses to travel any route that cannot provide natural shadow, such as the salt flats, which he regards as the only wretched hellscape of Athas. As he is gradually transforming half of his physical self into shadow, he takes every precaution to hide this and generally live unobtrusively, understanding that most “lightwalkers” find him unnerving.

Always ready with an engaging Elven children’s story of guardian protectors from other planes, or just a practical folktale about how spiders remove vermin, whatever helps improve his standing among any group he finds himself in. If pressed, he will not hesitate to use a natural chilling intimidation borne from the Black.

He has a small reputation as a tracker.

He frequents Nibenay’s Hill District as a source of connections every few months.

Templars know him as a thug who keeps his business to himself while he moves quietly among Kurn’s areas frequented by elves -but never at the same spot for more than a day or 2, guarding a fortune teller’s tent or practicing his skills to gain a foothold in the gem trade. It’s all about the obsidian. He is becoming more aware that some of the advanced manifestations of shadow magic create absolute darkness, therefore blocking access to his spellcasting. He devotes much of his meditative study to this paradox, as sometimes the Black extracts a price when ignored.

His tribe does not draw attention to themselves. If he is summoned by them, they send appropriate messenger.

Niachi

Dark Sun: North & South Tablelands Games BobDru alexorzulak