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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
XP Speed(S/M/F)
Level
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
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Loc
Total Weight:
0
Spell Saves
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
91 gp 4 sp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=380622][B][SIZE=+1]Amir'a al'Jamir[/SIZE][/B][/URL] female LN Human Sorcerer, [B]Level[/B] 1, [B]Init[/B] +1, [B]HP[/B] 10/10, [B]Speed[/B] 30 [B]AC[/B] 11, [B]Touch[/B] 11, [B]Flat-footed[/B] 10, [B]Fort[/B] +2, [B]Ref[/B] +1, [B]Will[/B] +6, [B]Base Attack Bonus[/B] 0 [B] Dagger [/B] +1 (1d4+1, x2) [B]monk abilities (for later), Trip Temple Sword [/B] -3 (1d8+1, 19-20/x2) (+1 Dex) [B]Abilities[/B] Str 12, Dex 13, Con 14, Int 10, Wis 14, Cha 16 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
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Amir'a is a desert child, her father a local emir of some desert clans. However, his greed for power and his disregard for the ancestors, dead and undead, caused great conflict. The tales of that fateful night are widespread, and all filled with horror. The truth remains, however, that the undead ancestors came for Marik al'Kalephar that night and all his kin. Somehow, however, only the young Amir'a was left alive of all of Marik's ken. Amir'a was found and promptly deposited in a temple, for fear of a curse touching the girl. And so Amir'a was raised under Nethys' guidance. However, there was something distinctive about Amir'a, and while she showed a spark for magic, there was something unsettling about it. Eventually Amir'a left Nethys' holy place, and left Nethys' teachings behind. Eventually Amir'a found her way to a temple of Pharasma, where she listened and studied. She begged for entrance and training, so that she might find a 'center' for her wild and chaotic heart, and eventually she was welcomed into an order of monkhood. Here, Amir'a has learned her center, learned to love the order and balance of all things. And while many of Pharasma's flock think that undead are inherently evil, Amir'a knows that even in undeath there must be a balance. Only those undying ancestors that pray upon the populace, throwing small sections of the world are out of balance. After all, even the undying ancestors of Osirion often give wisdom to their descendants. Amir'a wears typical attire for bedouin of the Osirion sands. A black underdress, of light-weight material, drapes the woman's form, from the ankles, to the wrists - only exposing black baggy trous of a man's cut underneath with long slits up either side. Over the dress a white kaftkan is worn, decorated with silver scroll work and a burn-out sheer brocade to make symbols of Pharasma appear to be grey against the white. A wide band of white, adorned with a grey band at both top and bottom, and adorned with the same silver scroll work as the kaftkan holds the takchita in place. Traditional balgha, or slippers, are on Amir'a's feet, black adorned with silver embroidery, and small little tassels. Dark hair either falls in waves down Amir'a's back, held away from her face by multiple braids which stop at the crown of her head. Or her hair is gathered together and held back in silver bands down the length of her hair. Note: Use Azerbaijani for spells 0- Disrupt Undead: Son istirahət tap (Find your final rest) Touch of Fatigue: Gücü ehtiyatları qurutmaq (Drain the reserves of strength) Resistance: Zərər və sürprizlər təhlükəsiz olun (Be safe from harm and surprises) Daze: Ağıl və fikir duman (Fog the mind and thoughts) 1- Color Spray: Işıq hissləri qorxudaraq (Overwhelm the senses with light) Mage Armor: Gizli qüvvələri bu orqan qorumaq (Forces of arcane protect this body)