Agath

Kal Ranatin's page

79 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Kalath 'Kal' Ranatin

Race

Initiative +3; Dodge +4, Fortitude +5, Parry +4, Toughness +5, Will +7 (-0 Penalty on Toughness)

Gender

Male Human Mage

Age

Late teens/early 20s (apparently)

Special Abilities

Sand Control, Lightning Blasts

Deity

(nominally) Estoc

Occupation

Alchemist/Adventurer

About Kal Ranatin

Appearance
Kalath 'Kal' Ranatin PL6

Abilities
STRENGTH 0 FIGHTING -1
STAMINA 5 INTELLECT 3
AGILITY 3 AWARENESS 2
DEXTERITY -1 PRESENCE 0

Powers

Magic: Array (25 points)
Sand Transmutation: Transform 6 (Anything to Sand), Continuous, Precise • 25 points
Sand Transmutation: Transform 6 (Sand to Anything), Continuous, Precise • 1 point
Harmful Transmutation: Affliction 6 (dazed, stunned, transformed), Resisted by Fortitude, Cumulative, Ranged (Perception), Reversible • 1 point
Mass Transmutation: Create 6, Continuous, Movable, Innate, Precise, Subtle, Selective • 1 point
Self Transmutation: Insubstantial 2, Precise, Linked to Subtle 2 Flight 1, Linked to Regeneration 6 (Persistent, Limited to having access to sand) • 1 point
Psammokinesis: Move Object 6, Perception, Damaging, Precise, Subtle, Accurate 3, Limited to Sand and similar materials • 1 point
Lightning Bolts: Ranged Damage 8, Accurate 2, Multiattack, Takedown • 1 point

Cantrips: Variable 1, Limited to General and Control powers • 7 points

Mystic Cloak: Enchanted object, Easily Removable • 12 points
Permanent Enhanced Parry 5, Dodge 1, Will 3
Subtle 2 Flight 3
Feature (Immunity to Hot, Cold environments)
Feature (Quick Change 2)

Advantages
Benefit (wealthy) 3, Eidetic Memory, Jack-of-All-Trades

Skills
Perception 2 (+4), Expertise (magic) 6 (+9)

Offense
Initiative +3
Lightning Bolt +4 Ranged, Damage 8
Sand Blast +6 Perception, Damage 6

Defense
Dodge 4 Fortitude 5
Parry 4 Toughness 5
Will 7

Defense without his Cloak:

Dodge 3 Fortitude 5
Parry -1 Toughness 5
Will 4

Power Points
Abilities 22 Skills 4
Powers 43 Defenses 8
Advantages 5 Secret 7
TOTAL 89

Complications
Secret: Kal has some secret about his past that he's unwilling to share, but his cover story is such that most people might never suspect what it is that he's lying about. Only through careful prodding will it be noticed that he gets very cagey (and contradicts himself) about both his family life and, it seems, the origin and discovery of his powers.
Temper: Kal has a particular fondness for his trinkets and other prizes he's collected, and stealing one of them, or insulting him (particularly about his mind), is a surefire way to be turned into a pile of sand.
Very Weak to Magic Nullification: As a lifelong mage, Kal's entire body is suffused with magic, to the point where shapeshift-detecting spells pick him up as being shapeshifted. While this does have some benefits (his magic functionally comes from him, instead of an external source, and isn't exactly Arcane magic as a result), should he ever enter a fully magic-dead zone, things could get… messy.

Backstory:

Born a nomad, middle of three siblings, in the eastern deserts of Zurtari, Kal's tribe quickly realized that he was special. He never got sunburned, never got sick, and his wounds healed supernaturally fast. In time, it was obvious that he had the potential to be a powerful mage, and he developed his powers deep within the desert, learning to sculpt sand to his will. In time, he became a powerful geokinetic and transmuter, harnessing the power of the earth to great effect, and serving as a powerful protector of his tribe. However, it was not to last. After being separated in a sandstorm, Kalath found himself lost in the desert for weeks. When he finally managed to find his tribe again, he found that they had been decimated, killed by some outside force. Without a family or home, he eventually decided that the best place for him was as an adventurer, and he set off at once to more populated regions, and after a brief stint as both an alchemist and then at a mage college, he grew bored and sought out an adventuring party to join, that he can develop his powers until he is the strongest mage on Gariss.

Appearance:

Kalath is an average-height human man with blue-indigo eyes. He wears clothing vaguely reminiscent of a desert culture, but usually dresses in more standard mage robes. On his face, he has three tattoos, each just a straight line leading from his eyes and the bottom of his mouth to his throat, and when he uses his magic, they, and his eyes, glow with a blue light. He has dark hair and faintly dark skin, that appears to have once been very tan but has since faded. His dark hair is on the longer side, but rarely reaches past medium length. His facial structure suggests that he may have some elven ancestry, but it's impossible to be sure.

Powers:

While an accomplished sand mage and transmuter, Kal has few tricks beyond the (admittedly useful) spells of his homeland. Though he has a knack for transmutations, he's trying to broaden his horizons and learn more spells of different varieties, with minor dabbling in minor spells of many varieties, and several divinations that he uses in identification. In time, he'll likely eschew such a strong specialization more and more, developing conjuration and protection spells to aid his fairly fragile body. Beyond an inherent skill for lightning magics, he doesn't care much for evocation spells, and finds mind magic a fair waste of time. Why change someone's mind, after all, if you can just change their form? Other than that, though, he draws few boundaries for what shouldn't be allowed, and acts almost recklessly at times when it comes to the lives of other humans, caring little for their safety.

Mechanical Discussion:

Abilities: While not terribly strong or nimble (and having never seen physical combat a day in his life), Kal has a keen mind, and hidden reserves of strength that belies his otherwise fragile frame. He's given little thought to his body's health, and is strangely uncomfortable in his own skin, but don't mistake either of those for making him a weak target- he's left a few sandstone sculptures of bandits who tried to mug him in his wake.

Skills: Though not a walking library by any stretch of the imagination, Kal does know a lot of things (a strange amount, honestly, for his background as a mage), and knows bits about most subjects. He also has a few minor divination spells that he uses regularly, to supplement a fairly impressive memory. Combining these means he's not really good at anything, but can make almost anything work.

Advantages: A mage through and through, Kal knows how to use long-form rituals to achieve what he can't normally. In addition, thanks to a couple of minor cantrips he's well mastered and a set of divinations (his first foray into more diverse magics), he can recall basically anything he's ever encountered, and has a pretty good grasp on even totally new things, extrapolating from the feedback his spells give him. He's also basically as wealthy as he desires, as he can literally create gold from sand given a few seconds. Accordingly, he rarely carries any money with him