Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
3 Golden Pieces 14 Silver Crowns 35 Copper Bits
Languages
Description
Standing a lithe sixteen hands Kalan's features lack the frozen perfection of his mothers blood - hints of the willowy softness and warmth of his father's line warming his skin, turning what should be obsidian to a faintly marbled grey. His eyes too are not the blooded crimson of the trueborn drow, instead a sparkling amethyst, bright and inquisitive. His hair runs true, however, a soft shimmering platinum: shorn short counter all drow custom save a single tight braid behind Kalan's left ear - the single concession to a promise made (or rather demanded) of a mother from a lifetime ago. Aside from his own flesh he bares little mark of his heritage, be it dark or fair, instead favoring the soft and tailored urbanware of Drivon to the more grim or flamboyant styles of his kin. That said he does favor richer, deeper tones of color, and is rarely seen without a well worn but tenderly cared for leather longcoat. Favored coat aside, were it not for his hue the only notable affectations of his character would be a single unadorned earring - a plain, featureless mirthril hoop no bigger than a half-crown coin - and the half-hidden scrawl of a tattoo up his left forearm. If one were to push back the sleeve to admire the work one would see, in delicate elvish and draconic script and glyphs, the arcane formulae for Dancing Lights writ upon his flesh from the heel of his hand to the joint of his elbow.
Personality
Quick to hope and quicker to smile Kalan manages an easy facade of optimism in most encounters, often willing to talk or to listen to someone or something simply for the newness of the experience. He is willing - and it is a willful act, Kalan is no fool - to believe a thing simply because the world would be more interesting were such a thing so; a fact that has been on occasion seen him happily hustled by the street-vendors and tavern-wenches of Drivon, leaving perhaps a friend or a story richer and some silver poorer. But with Kalan, like all good magicians, what is seen is not the entirety of what is. He hopes not because he is a fool or because he seeks novelty but because it was and is all he has: what he is strands him between the worlds - neither elf nor drow and most certainly not human at all - and yet they were the only choices ever offered him, ever forced upon him by the strangers (much less kin!) who look and whisper and stare. The unseen bonds and sightless scars of being simply other. He believes in stories and lies in adventure because he needs to believe that someday, somehow, one of the will be true and that at long last he will finally find a way to break free and simply be.
Character Traits
Character Flaws
Contacts / Friends
Maestra Ada d'Aubigny - Friend/Mentor Incantrix Nikala - Contact Rianna Heartbane - ???
Enemies
Knight Lithônion Al'yan - Bladesinger Deon Forgrave - Sorcerer Duelist/Rival
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=427522][B][SIZE=+1]Kalan J'ar[/SIZE][/B][/URL] Male True Neutral Lesser Drow Spellthief , [B]Level[/B] 3, [B]Init[/B] +5, [B]HP[/B] 24/24, [B]Speed[/B] 30 [B]AC[/B] 19, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]Fort[/B] +3, [B]Ref[/B] +6, [B]Will[/B] +6, [B]Base Attack Bonus[/B] 2, [B] Masterwork* Cold Iron Rapier [/B] + 8* (1d6+1, 18-20/x2) [B] Throwing Daggers[/B] +7*/ +7 (1d4+1, 19-20/x2) (x3) [B] Sling[/B] +7 (1d4+1, x2) [B]Studded Leather Longcoat+1[/B] (+4 Armor, +5 Dex) [B]Abilities[/B] Str 13, Dex 20, Con 15, Int 16, Wis 16, Cha 16 B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. *** Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available. For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared). After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away. As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level). At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell. This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below). *** Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. *** Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level. *** Spellgrace (Su): A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level. *** Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action. The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier. Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it. A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level. This ability does not work on spell effects that are immune to dispel magic (such as bestow curse). *** Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target. The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires. A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type. *** Darkvision (Ex): The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Daylight Adaptation (Feat): If you are a type of creature that suffers circumstance penalties when exposed to bright light , you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area. Weapon Finesse (Feat) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.