Thurirl ar Sjachi

The Friend of Shadows


Species: Saurian
Specialty: Wizard
Classes: Mage/6, Mist Dancer/1
XP: 22424/25000
Init +7 ( +3 Class +3 Dex)
Notice +7, Search +9
Action Dice: 3 d4s

= Statistics =

Str 12 1 Int 16 3
Dex 16 3 Wis 13 1
Con 12 1 Cha 14 2

BAB 2, Base Fort +1, Base Ref +3, Base Will +4,
Feats: Spell Library, Ghost Basics
Mastery, Hidden Spell, Spelltheft Basics, Surge of Speed
Fortes: Unarmed, Bows, Edged

= Interests =
Language: Vidoss
Study: Vessa
Language: Melios
Language: Kamalil
bonus study
bonus study

= Defense =
Moderate Padded Armor
Defense 18 (4 Class bonus +3 Dex +1 Agile Defense)
Vitality: 42, Wounds: 12
Fort +2 (
1 Base 1 Con)
Ref +6 (
3 Base 3 Dex)
Will +5 (
4 Base +1 Wis)

DR 1 (armor)
Cold Resist 5

= Offense =
Speed 30ft
Melee Attacks
Bite I 4 (1d81, 18-20)
Tail Slap I 4 (1d81) Reach 2
Shortsword 4 (1d81, 19-20) Keen 4
Long Knife 4 (1d63, 19-20) Finesse, Keen 4
Ranged Attacks
Longbow +6 (per arrow, 19-20) AP2

  • Standard Arrows 1d6, AP2, Poisonous, 60 count
  • Climbing Line 1d6, -5ft to range, Cord, 5 count
  • Bird 1d6 subdual, 30 count
  • Whistler 1d4 subdual, Lure, 10 count
  • Barbed 1d6, Bleed, poisonous, 20 count

= Skills =
Acrobatics 11 (8r3a)
Athletics 2 (1r1a)
Blend 4 (2r2a)
Bluff 8 (1r2a)
Crafting 7 (4r3a)
Disguise 3 (1r2a)
Haggle 2 (1r1a)
Impress 4 (2r2a)
Intimidate 5 (4r1a)
Investigate 6 (5r1a)
Medicine 8 (5r3a)
Notice 8 (7r1a)
Prestidigitation 11 (8r3a)
Resolve 5 (4r1a)
Ride 7 (4r3a)
Search 10 (7r3a)
Sense Motive 9 (8r1a)
Sneak 12 (9r3a)
Survival 2 (1r1a)
Tactics 8 (5r3a)

Crafting Focuses: Pharmacy, Chemistry
Ride Focuses: Riding Mounts, Flying Mounts

= Finances =

Total Lifestyle 7
Panache 2
Appearance Bonus +1
Income 20s
Prudence 5
Money Saved/Earned 40%

Coin in hand: 20s
Stake: 1744s

== Reputation and Renown ===
Legend 7
Reputation 63
Heroic Renown: 0
Military Renown: 0
Noble Renown: 0

= Equipment and Prizes =
Mage’s Pouch
Doctor’s Bag
Thieve’s Tools

= Spellcasting =
Casting level 6
Spell Points 11
Spellcasting 12 (9r3a)
Save DC 15 (+2 Cha +3 Feats)
Spells known 32 (8ranks +13 Wis +11 misc)

= Saurian Species =
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +2 Dexterity, +2 to any 1 attribute, –2 to any 1 attribute
  • Base Speed: 30 ft.
  • Agile Defense: Your base Defense increases by 1.
  • Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
  • Darkvision I: You ignore the effects of dim and faint light.
  • Natural Attack: You gain the Bite I and Tail Slap I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

= Wizard Specialty =
Your mastery of arcane lore ensures you’re in high demand as counsel in delicate matters.

  • Bonus Feat: Spell Library
  • Broad Learning: You gain 2 additional Studies (see page 61).
  • Encouragement: Once per scene, you may speak to 1 of your
    teammates for 1 minute to grant them a +1 morale bonus
    with saving throws until the end of the current scene.
  • Practiced Spellcasting: If you spend an action die to boost
    a Spellcasting check and it still fails, you gain the die back
    after the action is resolved. Against multiple targets you only
    regain the die if the check fails against all of them.
  • Thrifty: Your Prudence increases by 2.

= Class Abilities =

  • Arcane Adept: You learn 4 additional Level 0 spells from any School. Also, once per scene as a free action, you may spend and roll up to 3 action dice to gain a number of spell points equal to the result. These action dice cannot explode.
  • Subtle and Quick to Anger: At Level 1, you may purchase ranks in the Spellcasting skill, learn spells from any School, and cast Level 0 spells you know. If you already have this ability, you gain an additional Spellcasting feat instead.
  • Arcane Might: At Levels 2, 11, and 19, the highest of your Intelligence, Wisdom, or Charisma scores rises by 1. Also, you may choose up to 3 spells you know, gaining a +2 bonus with Spellcasting checks to cast them.
  • Circle of Power II: At Level 5, you may cast Level 2 and lower spells you know.
  • Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain 1 additional Skill or Spellcasting feat.
  • Spellshroud: You weave the arts magic and stealth into a seamless tapestry. Whenever you make a successful Spellcasting check, you may spend an action die to make a Hide check as a free action.
  • Dark’s Beloved: Night yields her secrets to you like an old lover. At Level 1 and at each level thereafter, you learn 1 additional spell from the Illusion or Shadow Disciplines.

= Feats =

You pick up new spells everywhere you go.
Prerequisites: Spellcasting 1+ ranks
Benefit: You learn a number of additional spells equal to your Lifestyle.

You can cast spells without muttering or gesturing.
Prerequisites: Spellcasting 1+ ranks
Benefit: Your Spellcasting checks are not obvious. You make no sound while casting and may cast even when you can’t speak.

You regularly “borrow” bits of magical power from other mages.
Prerequisites: Spellcasting 1+ ranks
Benefit: You gain a +1 insight bonus with saves vs. spells. Also, you gain a stance:
Spell Catcher (Stance): When an adversary spends 1 or more spell points to cast a spell within Close Quarters, you immediately gain 1 spell point. Spell points gained in this way are lost if not spent by the end of the combat. You may not move while in this stance (though you may take Bonus 5-ft. Steps, as normal).

You’re swift, silent, and difficult to pin down.
Benefit: Your Sneak check movement penalties decrease to 1/2 (rounded down). Also, you may move up to double your Speed while making a Hide check.

You use every available advantage when hiding.
Prerequisites: Ghost Basics
Benefit: Your Sneak check ambient light, noise, and scenery penalties decrease to 1/2 (rounded down). Also, you may make Hide checks without any apparent place to hide (e.g. in an open field with low grass, in a bare room, etc.).

= Tricks =

= Spells =
0 Touch of Light
0 Detect Secret Doors
0 Dancing Lights
0 Polar Ray I
0 Feather Fall
0 Whispers
1 Pass without Trace
1 Cure Wounds I
1 Entangle
1 Illusionary Image I
1 True Strike I
1 Detect Magic
2 Levitate
2 Scorching Ray
2 Resist Energy
2 Cause Wounds II
2 Darkness I
2 Hold Person
3 Nature’s Ally II
3 Charm Person II
3 Bestow Curse
3 Invisibility
3 Cure Wounds III
4 Dimension Door
4 Phantasmal Killer
4 Air Walk
4 Wall of Fire
4 Divine Power
5 Charm Person III
5 Wild Side II
5 Call Lightning II
5 Winter’s Domain II
6 Blindness/Deafness, Mass
6 Wish II
6 Heroism II
6 Illusionary Image VI


His name is not Thurirl ar Sjachi. That is merely a title earned in battle.

This saurian “Friend of Shadows” is shrouded in mystery and prefers it that way. His real name is known only to his family and tribe, who he encourages to keep the secret. Only the most trusted of friends will learn his true name.

For the most part this is because Thurirl has a fascination with the Art of Stealth and Trickery. Ever since he was young, he was always remarkably quiet, even among his own people, sometimes slipping away unnoticed to his favorite spots in the swamp. As he got older, it got harder and harder to find him. Eventually, they began to simply wait for him to return on his own. The swamp was too dangerous to go blundering about in, and calling out would attract predators or enemies. Despite this tendency to disappear, he has never been late to anything he considers important.

As he grew older, Thurirl began to consider his “studies” in this art more serious. He began to withdraw from all but his closest friends and family. He grew to believe that a true Master of Stealth would let the art permeate every aspect of his life. As such, it drives many of his actions, causing him to make choices that baffle others. He has even stopped all signs of reverence and worship for the Drakes. This has become a sore spot with him and his tribe. He began to slip away from certain rituals and ceremonies done in honor of the Drakes, sometimes not even attending at all. His family tried to talk with him about it, but he simply dodged the questions or left without a word. It finally culminated with his father taking him aside for a talk.

Thurirl refuses to speak upon the outcome, awaiting someone he can fully trust to share it with.

Not long after that, he left the tribe, seeking to master his Art, traveling far and wide to hone his skills and challenge himself again and again. He has recently taken to referring to his opponents in a fight as “students” with himself as the “teacher”. Using his skills in stealth and trickery, he “educates” them on the finer points of his Art. With the rumors of the Crone appearing in his world, he has become all the more determined to realize his dream. After all, class sizes should remain small and manageable, lest he find himself unable to handle so many students at once.

In regards to personality, Thurirl ar Sjachi appears aloof and unemotional. He only expresses himself rarely, when he feels it is appropriate or cannot help it. Even then, his face is difficult to read for those who do not know him well, showing little emotion. Unbeknownst to most, he actually has a mischievous streak, and is not above playing the occasional prank or showing his amusement at others’ small misfortunes. When the streak comes out, he can usually be seen standing nearby with a slight smirk upon his face.

If they made a cartoon with him in it, it is quite probable he would be voiced by Leonard Nimoy. He is, after all, the only logical choice.

Thurirl ar Sjachi

Sunchasers DH StrangeWulf