Zeekir the Seeker


Player: Alex Orzulak
Character Name: Zeekir the Seeker
Origin: ?
Race: Tari. sex: M
Height: 5 ft. Eyes: brown Weight: 110 lbs Pelt: tan and brown
Age: 19
Class: Preserver wizard
Kit: Ythri Lorekeeper
Level: 5
Alignment: NG
Thaco 19

Current Experience:
Need for Next Level:

Armor Class: 5, or with Spirit Armor: AC4 ,+3 to magical saves
Without Dexterity: 8 Rear: 8
Without Shield: Touch:

Hit Points 11

Movement Rate 9

Ability Scores

Strength 10

Dexterity 16 Reaction +1 Adj. Missile Bonus +1 Defensive Adj. -2

Constitution 12

Intelligence 19 #Lang. 8, Spell Lvl. 9th, Chance 95%, Max All, Sp. Immunity: 1st lvl Illusions

Wisdom 17 Magical Def. Adj. Spell Level: Chance of Failure:

Charisma 11 Max Henchmen: Loyalty Base: Reaction Adj.

Saving Throws

Paralysation, Poison, or Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
Breath Weapon

Racial Abilities
Movement Rate: 9.
+2 natural Armor Class bonus
A tari can use his bite to attack once per round for 1d3 damage.
Disease: The bite of a tari has a 5% chance of inflicting a disease (save vs. poison to avoid) that incapacitates the victim for 1d6 hours. Three days later, the victim permanently loses 1d3 hit points per day until cured by a cure disease spell. Lost hit points are not restored by the cure.
Infravision: Tari can see varying degrees of heat in the darkness to a distance of 120’
Natural Scavenger: Tari can eat and drink food and water that would be too spoiled or polluted for other races to stomach. Unless the food or drink is actually poisoned, tari never suffer any ill effects from its consumption.

Kit Benefits :

Expert Alchemist:
Ythri lorekeepers can craft alchemical items in half the normal time. 
Master Builder: Any construction overseen by an Ythri lorekeeper has 20% more structural points than normal. 

Special Hindrances Unfocused: Ythri lorekeepers are skittish and easily distracted. They suffer a –2 penalty on saving throws against mind-affecting magic. 

Languages Known: common, Elven, Johzal

Weapon proficiencies: club
Non Weapon Proficiencies:
bonus: Alchemy, herbalism, knowledge (engineering)
plus: language: jozhal, language: common, language: elven, teaching, literacy, observation, spell craft, somatic concealment, undead lore

bone club

dusty hooded robe, backpack pouch with rolled parchment, ink, quills, empty scroll  case, globe of kank honey, bag of moldy bread and rancid meat (rations) belt with many pockets filled with  “junk” -random stone and bone tools, a pot of grease, dried fungus, colored chalk, soft clay,  balls of string, ash and dirt, small measuring bowls, lumps of charcoal… some have random scratchings (his spell “books” and components) organized for easy access. Hidden under cloak: a wrapped torch with unfinished, odd-smelling tip (Torch of ever-burning, just needs a few experiments)

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


Bits: 25
Ceramic: 8
Silver: 5
Other: 1x 20 cp gem hidden

Spell Immunities: 1st level illusions (Int 19)
Spell penalties: –2 penalty on saving throws against mind-affecting magic.

Procifiency details:
Undead Knowledge (1 slot, Wis)
A character with Undead Knowledge is well versed in the lore of undead creatures, This proficiency may be used in determining probable lairs, dining habits, and history of such creatures. Open possessors of this proficiency are viewed with alarm.

Magical Attacks:

Fist of Stone: cast SF 1, 18/00 strength: punch thaco 17, +3 to hit, +6 damage, OD 16(6), BB/LG 40%)

Magic Missiles: cast SF 1, 3 missiles: 1d4+1 each, no save

(any bone weapon with Bondharden: reduce penalty for material)

Flame Arrow: firebolt: 1 per 5 levels: casting SF 3, range 60 yds. (30 +10 yds/level). type: P/fire, 1D6 (p) and 4d6 fire damage (save for 1/2)
or: 10 flaming normal arrows, +1 fire damage to each

Bone Cub: casting SF 3, thaco 19, 1 weapon: D61/d4+1 (vs undead: thaco 16, SF 3, type b, 1d6+4/1d4+4

Hovering Skull: cast SF 4: bite for 1d6

Spells: 4x 1st, 2x 2nd, 1x 3rd
Zeekir’s spells are accompanied by sounds of soft rustling fabric
Memorized: bold

1st: jump, comprehend languages, floating disc, fist of stone, friends, light,* magic missiles*, detect magic, identify, cooling canopy, shield

2nd: knock, wizard lock, detect invisible, earthen grasp, protection from paralysis, boneharden, mirror image, cat’s grace

3rd: Hovering Skull, Flame Arrow, Bone Club, Dedication, Wizard Sight, Spirit Armor

PSPs: 20

Psionic Wild Talent:
Spider Touch

Power Score: 15 (Dex-1)
Initial Cost: 4
Maintenance Cost: 2/round
Range: 0
Preparation Time: 0
Area of Effect: personal
prerequisites: none
This power allows the psionicist to form strong, sticky pads on her fingers and toes. She can use these pads to adhere to almost any natural surface. While she maintains spider touch, the psionicist can climb or move across vertical walls and cliffs at her normal movement rate with no fear of falling.
As a secondary effect the psionicist’s gripping Strength increases to 20 for purposes of keeping hold of items.
Power Score: The psionicist gains spider-like agility and receives a +2 bonus to Dexterity for as long as she maintains the power.
20: The psionicist gets stuck to the surface during the climb and can- not release herself.

Ythri Lorekeeper Far to the south of the Tyr region, the lost realm of Ythri once thrived, homeland to the tari. Whether it was lost in some ancient cataclysm, destroyed in war, or simply devoured by the elements is unknown, and the tari preserve only legends of those days. Some, however, maintain fragments of lost wisdom from before the fall – these are the lorekeepers of Ythri. Ythri lorekeepers are storehouses of information, skilled engineers, clever alchemists, and collectors of ancient teachings. They preserve a hodgepodge of knowledge from the days of Ythri, and use it in whatever ways they can to help fellow tari. They are always looking for new sources of wisdom that was once thought lost. 

This voracious appetite for new learning, combined with the lorekeepers’ hoarding of old secrets, tends to make them unfocused and flighty. Their minds leap from one topic to another and they have difficulty in maintaining concentration on any one subject for too long. Despite this weakness, however, they can command startling levels of insight, putting it to use in many surprising ways. Among the tari, the lorekeepers are viewed with something approaching awe. They are reminders that the tari were not always outcasts, scrabbling in the wastes or hiding in the sewers. Once, they were among the premier civilisations of Athas, and the lorekeepers are a reminder that tari may one day hope to reach those heights again. Ythri lorekeepers often join adventuring parties. Who better to accompany them into ancient ruins and battle horrendous beasts while the lorekeeper spends as much time as possible researching ancient knowledge that can be found in such places? 

Kit benefits:Recommended Weapons: None. Recommended Non-weapon Proficiencies: Craft (any), information gathering, knowledge (any), language (any), literacy, observation, teaching. Bonus Weapon Proficiencies: None. Bonus Non-weapon Proficiencies: Alchemy, herbalism, knowledge (engineering). Equipment: An Ythri lorekeeper is likely to have a command of reading and writing, and so often spends some of their starting funds on quills, ink, and parchment or paper. They use this to record their findings and investigations into ancient wisdom. Special Benefits Expert Alchemist: Ythri lorekeepers can craft alchemical items in half the normal time. Master Builder: Any construction overseen by an Ythri lorekeeper has 20% more structural points than normal. Special Hindrances Unfocused: Ythri lorekeepers are skittish and easily distracted. They suffer a –2 penalty on saving throws against mind-affecting magic. Wealth Options: Standard. 



Magic Missile
range: 60 yds 10 yds/level (90 yards)
AOE: 10-foot cube
Casting time: 1
missiles: 3 (2 plus 1 per 2 levels, max 5 at 9th)
components: S, V
damage: D4
1, no save
Can hit living targets that can be seen, so concealment prevents targeting. No effect on inanimate objects

Fist of Stone
Range: 0
Components: V,S
Duration: 1 rnd./level
AoE: caster’s hand
casting time: 1
save: none
Upon completion, one of the caster’s hands (their choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and foes as if the wizard had 18/00 strength: +3 to hit, +6 damage, OD 16(6), BB/LG 40%)
Combat bonuses do not apply if the caster uses any other weapon other than their fist. While in use, the caster cannot cast spells with somatic components.


Cat’s Grace (Abjuration)
Duration 3 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.

Maximilian’s Earthen Grasp (Evocation)
Range: 10 yards+10 yards/level
Components: V, S, M
Duration: 3 rounds+1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.
The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster of reappearing beneath
the targeted creature, at which time another saving throw is required.
If a saving throw is missed, the earthen limb firmly grasps and holds the creature in
place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.
The arm may be attacked by any creature, including the arm’s victim. The arm has AC 5 and hit points equal to double the caster’s maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.
The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast.


Hovering Skull (Necromancy)
Range: Special
Components: V, S
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster’s shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the hovering skull to move in any direction within a 30- foot radius.
The caster can see through the skull’s eyes as if they were his own; for instance, the hovering skull could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the hovering skull to attack victims with its razor-sharp teeth. If the caster’s concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull. The hovering skull has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull.
The material component for this spell is the tooth from a human skull.

Bone Club (Enchantment, Necromancy)
Range: 0
Components: V, M Duration: 1 round/level Casting Time: 1 round Area of Effect: One bone Saving Throw: None
A wizard can use this spell to enchant a bone, causing it to become a magical club. This magical weapon acts as a club +4 against undead, inflicting 5-10 (1d6 +4) hit points of damage, and a club +1 against all other opponents, inflicting 2-7 (1d6 + 1) hit points of damage. The bone can be from any animal, providing the bone normally could be wielded as a club; for instance, a human femur could be enchanted by this spell, but a skull could not. At the end of the spell’s duration, the bone club reverts to a normal bone.
If the proficiency rules are being used, characters with a weapon proficiency with a club also have a profiency with a bone club. Those wielding a bone club without the club profiency suffer the penalties described on page 52 of the Player’s Handbook.
The material components for this spell are an appropriately-sized bone and a pinch of dirt from a grave

Flame Arrow
Level: 3
Components: V, S, M
Range: 30 yds. + 10 yds./level
AoE: Special
Save: None
Casting Time : 3
Duration: 1 rd
This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.
For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.
The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard. The material components for this spell are a drop of oil and a small piece of flint.

Spirit Armor (Necromancy)
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: Special
This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC 4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The spirit armor’s effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.
The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.
When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.

Wizard Sight (Divination)
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.
While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).
Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.
An object’s magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed.


A contact of Nibenay’s Veilled Alliance, and building his reputation as a finder of long-lost secrets. The recent cataclysm has him stuffing his pockets with all possible undamaged small tools and bits of random stuff. It all has a purpose in his nimble mind and fingers

Zeekir the Seeker

Dark Sun: North & South Tablelands Games BobDru alexorzulak