Sajan Gadadvara

Rani Bentree's page

5 posts. Alias of Veshly.


Full Name

Rani Bentree Mudrunner

Race

Garundi

Classes/Levels

Wizard(Diviner)/1

Gender

Male

Size

Medium

Age

21

Special Abilities

Cantrips, spells, Scribe Scroll.

Alignment

Neutral

Deity

Nethys

Location

Jenivere

Languages

Common, Osiriani, Ancient Osiriani, Azlanti, Kelish,Polyglot

Occupation

Explorer, Master of the Arcane

Strength 14
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Rani Bentree

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Name: Rani Bentree
Race: Human (Garundi)
Player: Veshly
Classes: Diviner/1
Hit Points: 7
Experience: 0 / 2000
Alignment: Neutral
Vision:
Speed: Walk 30 ft.
Languages: Ancient Osiriani, Azlanti, Common, Kelish, Osiriani, Polyglot

Stats:

Stat....Score....Mod
STR......14......(+2)
DEX......13......(+1)
CON......12......(+1)
INT......18......(+4)
WIS......10......(+0)
CHA......10......(+0)

Skills:

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 1 0
Appraise 8 1.0 4 3
Bluff 0 0.0 0 0
Climb 2 0.0 2 0
Craft (Untrained) 4 0.0 4 0
Diplomacy 0 0.0 0 0
Disable Device 6 1.0 1 4
Disguise 0 0.0 0 0
Escape Artist 1 0.0 1 0
Fly 1 0.0 1 0
Heal 0 0.0 0 0
Intimidate 0 0.0 0 0
Knowledge (Arcana) 8 1.0 4 3
Knowledge (Engineering) 8 1.0 4 3
Knowledge (Geography) 8 1.0 4 3
Knowledge (Geography/Mwangi Expanse) 8 1.0 4 3
Knowledge (History) 8 1.0 4 3
Knowledge (History/Mwangi Expanse) 9 1.0 4 4
Perception 0 0.0 0 0
Perform (Untrained) 0 0.0 0 0
Ride 1 0.0 1 0
Sense Motive 0 0.0 0 0
Spellcraft 9 1.0 4 4
Stealth 1 0.0 1 0
Survival 5 1.0 0 4
Swim 2 0.0 2 0

-------------------------- Feats ---------------------------
Additional Traits
You have more traits than normal

Run
CMB Output
CMB +2 all
CMD 13 all
-------------------- Special Abilities ---------------------
Traits
Vagabond Child (Urban) +1 to Disable Device, always class skill
Poverty-Stricken +1 to Survival, always class skill
Classically Schooled +1 to Spellcraft, always class skill
Mawangi Scholar +1 to history of Mawangi and know Polyglot.

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 10 if mage armor 15/15/14
Initiative: +2
BAB: +0
Melee tohit: +2
Ranged tohit: +1
Fortitude: +1
Reflex: +1
Will: +2
Unarmed attack:
to hit: +2
damage: 1d3+2
critical: 20/x2
Dagger:
to hit: +2
damage: 1d4+2
critical: 19-20/x2
Dagger (Thrown):
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Quarterstaff:
to hit: +2
damage: 1d6+3
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Signet Ring 1 0lbs
Waterskin (Filled) 1 4lbs
Outfit (Hot Weather) 1 4lbs
Backpack (17.5 lbs.)
Outfit (Scholar's) 1 6lbs
Spellbook (Wizard's/Blank) 1 3lbs
Scroll Case 1 0lbs
Bedroll 1 5lbs
Fishhook 1 0lbs
Whetstone 1 1lbs
Pouch (Belt) (0.5 lbs.)
Flint and Steel 1 0lbs
Spell Component Pouch (2 lbs.)
Total weight carried: 33 lbs.
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175
--------------------------- Magic --------------------------

Wizard Spells
I do not have spells of the enchantment or illusion schools.
If choosen will edit.
SPELLBOOKNAME0

Level 0
Acid Splash (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
DESC: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
DESC 2: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
Arcane Mark (Universal)
Saves: None DC: Casting: 1 standard action
Duration: Permanent Range: Touch Components: V, S
SR: No Effect: This spell allows you to inscribe your personal rune or mark. Target: One personal rune or mark, all of which must fit within 1 sq. ft.
DESC: This spell allows you to inscribe your personal rune or mark.
DESC 2: This spell allows you to inscribe your personal rune or mark.
Bleed (Necromancy)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.
Dancing Lights (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 minute [D] Range: Medium (110 ft.) Components: V, S
SR: No Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area
DESC: You create up to four lights that resemble lanterns or torches.
DESC 2: You create up to four lights that resemble lanterns or torches.
Daze (Enchantment)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less
DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
DESC 2: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
DESC: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
DESC 2: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
Flare (Evocation)
Saves: Fortitude negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V
SR: Yes Effect: This cantrip creates a burst of light. Target: Burst of light
DESC: This cantrip creates a burst of light.
DESC 2: This cantrip creates a burst of light.
Ghost Sound (Illusion)
Saves: Will disbelief DC: 14 Casting: 1 standard action
Duration: 1 rounds [D] Range: Close (25 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
DESC: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
DESC 2: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.
DESC: You point your finger at an object and can lift it and move it at will from a distance.
DESC 2: You point your finger at an object and can lift it and move it at will from a distance.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 1 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 1 creatures
DESC: You can whisper messages and receive whispered replies.
DESC 2: You can whisper messages and receive whispered replies.
Open/Close (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S, F
SR: Yes (object) Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Target: Object weighing up to 30 lbs. or portal that can be opened or closed
DESC: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
DESC 2: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Prestidigitation (Universal)
Saves: See text DC: 14 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.
Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation)
Saves: Fortitude negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.
Touch of Fatigue (Necromancy)
Saves: Fortitude negates DC: 14 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, M
SR: Yes Effect: You channel negative energy through your touch, fatiguing the target. Target: Creature touched
DESC: You channel negative energy through your touch, fatiguing the target.
DESC 2: You channel negative energy through your touch, fatiguing the target.

Level 1
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Detect Secret Doors (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You can detect secret doors, compartments, caches, and so forth. Target: Cone-shaped emanation
DESC: You can detect secret doors, compartments, caches, and so forth.
DESC 2: You can detect secret doors, compartments, caches, and so forth.
Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Identify (Divination)
Saves: None DC: Casting: 1 standard action
Duration: 3 rounds [D] Range: 60 ft. Components: V, S, M
SR: No Effect: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. Target: Cone-shaped emanation
DESC: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
DESC 2: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
DESC 2: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. apart
DESC: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
DESC 2: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Unseen Servant (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 hours Range: Close (25 ft.) Components: V, S, M
SR: No Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. Target: One invisible, mindless, shapeless servant
DESC: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
DESC 2: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.

------------------------ Description -----------------------
Height: 6' 0" Weight: 170 lbs. Gender: Male
Eyes: Brown Hair: Black,Bald Skin: Dark
Dominant Hand: Right Quirks: Determined, Detached
Speech style: Formal Quotable: Hey, I bet I can do that better than you can!
Full Description
Tall, lean, young man with somber air. Dark skinned with shaved head leaning upon a staff, he's dressed in a light grey desert robe. The scroll case that pokes out from his backpack marks him a scholar or a wizard.

Background:

Background

Quantium, City of Wonders, greater than Absalom as any here in Nex will tell you, bustles with the wealthy, the learned, the wise, the content, even the weird. Towers of magi crackle with arcane might that gets attention only from gawking visitors. Shadows draw close as night nears but the streets remain busy with exotic trade from lands mundane and legend. For the rich and connected doors open to wealth and power few can fathom...

… none of this matters to the Garundi boy Rani, nervously standing next to his father as he applies the lever to the wood shutters protecting a modest appearing place. A sharp report draws a slap from his dad. “Shh boy, you'll have the watch upon us!”, Dad hisses as he pulls the boards quickly free. “Now go inside and take what you can.” Rani squeezes inside and takes what looks valuable, spotting a simple alarm he swiftly disables it. He runs out when a whistle blasts the night. His father grabs the bag and scrabbles to the roof to sneak away. “Run foolish boy, run.” Rani runs into the nights quick as he can, dodging the watch. He runs till he lungs ache, and his heart pounds till it must burst. Just another day in the life of a boy of six years from a poor clan of thieves and beggars. I can make it. I'll show Dad.

His Uncle Zahur digs out the opening in the remote desert. Rani looks on fascinated as the seal is revealed. Zahur peers at it and brings out a vial pouring the fluid upon it. The seal dissolves and the door vanishes with it. They hurry in beholding the sights of lost ages. Rani is enthralled by the mystery and power. Who made this place, why, and what did they do here? Uncle Zahur grabs him, saying
“Watch where you are going, Rani. One more step and that block above would have crushed us both.”Wandering for a time, picking up minor stuff, a voice calls out “Help me, please.” They come forward and dimly see a man wrapped in strands of webbing. “Cut me free before it comes back.”, the man cries with a wild look. Zahur steps forward. “If we free you, you owe us a favor.” The man, dressed in the robe of a scholar, says, “Yes, yes, just free me.” Zahur nods to Rani who cuts the trapped man free, cutting himself in the process, blood dripping on a fine robe. “May I ask the name of my rescuer?”, the well dressed man wheezes. “Rani - “ says the boy as Zahur stops him, saying, “Names or reasons are not necessary here.” The man straightens, looks intently at Rani, and says, “My name is Ik-Shup, if you can find me, I will reward you.” He pulls out something and it cracks. “Find me!” says the wizard, for that is what he must be, as he vanishes. Ominous rustling from ahead strikes fear into Zahur's face. “Run Rani, run!” He hurls himself down the tunnel as Rani runs behind. I spend my life running, I can do better.

Dad is nearby outside, face furious. “You take my son into ancient sites? Are you mad? We are thieves and beggars, not defilers of the past!” Zahur face just as red says, “Come off it, brother; you just think I was not going to cut you in.” Face getting even redder, Dad screams, “Get out, Get out, don't come to me or mine anytime soon!” Dragging and beating his son, his Dad goes to the hovels the clan calls home for now. There is better, Zahur knows this, the wizard knows, Dad knows nothing, soon, Dad, soon.

Scrabbling for the few plants available and squeezing water out of them, Rani leans back looking at a desperate urban clan, forced into an arid wilderness, fleeing justice for their thievery. Some seemed to have a great intuition about where water and food could be found, Rani didn't but he saw what the good ones did and learned the signs. The struggle went on but some of the clan survives. I learn where others don't. I'll get through this and those mocking ruins will be the way.

Rani peers uncertainly at the old man in the forest. The clan chief pleads with the elder for guest rights so the clan doesn't starve. The ancient seems unimpressed by the Chief's obsequious begging till his eyes fall on Rani. Looking thoughtful he says, “If you stay, learn the talk of this land and our ways.” Rani brightens with hope but dims when the Chief fawns his acceptance of the terms. The Chief is lying and the elder knows it, we'll be exiled in months and wander again but I can learn about the Mwangi in that time.
Zahur's back after two years. Dad doesn't even look at him. Uncle takes Rani aside and says, “I found him where you said he was, from that dream you had. He gave me nothing but said he could arrange something for you.” Rani says, “I'll go.” Dad yells from the kitchen, “If you leave, don't come back.” Rolling eyes, Zahur and Rani depart. Now my life will truly begin.

Ik-Shup looks at the headmaster with amusement. “Do you see your school as the greatest in Quantum, Master? I see a college with a small enrollment of semi-promising students, all the sons and daughters of scribes and lesser merchants. The great do not even take notice of your minor school of divination when they have so many to choose from. He has talent and ambition and I have paid the fee. Take him! Or take my wrath! Your choice.” Headmaster looks balefully at Rani. “Years of study and beatings await you boy. You want that?” Rani looks at the Headmaster with total calm. “Yes, Headmaster, more than anything.” Yes, teach me, I'll show you, I'll show everyone, I can master the power!

Beatings from staff and students, snide mockery at his birth and lack of preparation, the first year moved slowly then the learning came with a grace and ease the surprised the teachers and enraged the lesser learners. Book after book, languages old and new, scribbling and scrubbing, and then spell after spell, the years flowed swifter than quicksilver. Rani stands on the dais invoking the power, feeling the warmth flowing from his hands. The ring descends, the magic fuses, Rani feels the connection forming between his center and the ring. “With this, the final test, you Rani, born near a bent tree, of the clan Mudrunner, prove your right to power, to magic, to journey beyond this hall with the title Wizard. Leave the College of the Unseen Eye with yours open upon greatness!” And with that the Headmaster leaves. With the Third Eye on his forehead, Rani sees the arcane flow surrounding his glowing ring. I did it. Now to find a master heading a project finding and studying the great magic lost in the past.

Red and breathless from laughing the Expedition Master wheezes, ”Take you? A clanless knave from a school that no one has heard of? Be off with you before I have the guards beat you senseless.” Rani leaves dark of mood. This happens everywhere! The great and powerful have everything rigged for them. Still I'll find a way to the ancient knowledge and power; if not in Nex then somewhere less fixed.

Uncle Zahur gasps for air. The dark splotches cover most of his skin. No one wishes to aid him. “The curse got me, ok brother. Happy now?” Zahur croaks the words out to a brother that did not bother to come. The eyes open and clear for a moment. “Rani, that's you there? Please lean closer.” Rani does and Zahur whispers “Go to that place I told you of. Dig up a lead box. Inside is coin and a letter. Take the letter to the ships' Captain named within. He'll take you to where you can buy passage to Sargava. There you will find greatness.” Zahur shudders for the last time. Thank you Uncle. You were always my true father. I will go and find greatness and show all what I am.

Disembarking Rani pauses saying “Captain, what ship can I take to Sargava?” The Captain laughs and points, “That one, laddie. That one that's making to leave port, right now.” Rani looks, curses, jumps off, and runs like the wind. He leaps on the gangplank as it's lifted into the air. “Hold on there, we need no stowaways.” cries the mate. Out of breath Rani mutely pulls out coin and points to it. The deal done Rani walks on deck. It's done. I'm ready. Hmm, what does that nameplate say? The Jenivere? OK Jenivere, take me to my destiny.