Jalarzi
Female Human Monk 10 (using Oriental Adventures rules and D&D 3.5, CR 11), AL LG
Stats: Str 15, Dex 16 (18), Con 12 (16), Int 12, Wis 18, Cha 8, Armor Class 21 (+4 Dex, +4 Wis, +2 Monk, +1
deflection), 94 Hit Points.
Saves: Fort +12, Ref +13, Will +13.
Attacks: Unarmed +11/+11/+6 (1d10+4 damage), Quarterstaff +12/+12/+7 (1d6+4 damage), Shuriken +12/+12/+7
(1d2+2 damage).
Skills (ranks/bonus, includes item bonuses): Balance 5/+21, Climb 3/+5, Concentration 1/+4, Diplomacy 1/+2,
Escape Artist 6/+10, Hide 6/+10, Jump 13/+49, Knowledge (religion) 2/+3, Listen 7/+11, Move Silently 6/+10, Sense
Motive 5/+9, Spot 7/+11, Swim 3/+5, Tumble 13/+29.
Languages: Common, Celestial.
Feats: Stunning Fist (1st level bonus feat, DC 21, 10/day), Deflect Arrows (2nd level bonus feat), Power
Attack, Flying Kick, Roundabout Kick, Fists of Iron (7/day, +1d4 damage), Falling Star Strike (6th level bonus
feat, as per OA rules), Freezing the Lifeblood (as per OA rules).
Martial Arts Mastery: Foot and Fist Mastery (+10 compentence bonus to Balance, Jump, and Tumble, already
added in), Meditation of War Mastery (+2 to the DC of stunning attacks and other pressure-point attacks, gives
Weapon Focus: Quarterstaff).
Monk Abilities: 1d10 unarmed damage, +2 AC, 60 foot base move, Improved Unarmed Strike, Flurry of Blows
(no penalty), Improved Evasion, Still Mind, Ki Strike (magic, lawful), Slow Fall (50 feet), Purity of Body, Wholeness
of Body (20 HP/day).
Equipment: Quarterstaff of Thunder and Lightning (as Rod of Thunder and Lightning), Bracers
of Striking +2 (Magic of Faerun, page 155), Shirt of Resistance +2 (as cloak), Gloves of Dexterity
+2, Ring of Improved Jumping, Ring of Protection +1, Travel Cloak (Magic of Faerun, page 166), 2 Potions
of Heroism, 10 masterwork shuriken, cloak clasp with Continual Flame cast upon it, monk's outfit, belt
pouch, flint and steel, utility knife.
Special Ability/Unique Magic Item: The Mark of Torm (adds +1 level equivalent)
Jalarzi is branded with the Mark of Torm, silvery tattoos that cover both forearms. Imbued with positive energy,
the Mark of Torm is a bane against undead. In addition, the tattoos are designed specifically to enhance Jalarzi's
monk abilities.
For game purposes, the tattoos are considered both a level-adjusting template and a magic item. The granted abilities
are considered supernatural, and are inaccessable in an antimagic field or similar effects. They have the
following abilities and disadvantages:
- +4 enhancement bonus to Constitution
- Unarmed attacks are treated as good weapons for the purpose of dealing damage to creatures with damage
reduction.
- Gains the disruption weapon ability with unarmed attacks at 7th level.
- Can turn undead as a cleric of two levels lower than the character level.
- Heal 2 hit points per character level per day, by touch. This healing power may be divided among multiple receipients,
and can be spread out among several uses.
- Can sacrifice hit points to cure another being by touch (on a one for one basis).
- Protected from nondamaging negative energy effects (as per the spell death ward). However, any such
attacks that strike the bearer of the mark cause hit point damage in lieu of their normal effects. Ability drains
inflict 2 hit points per point drained, negative levels inflict 5 hit points of damage, and instant-death effects
do 10 hit points of damage. No saving throw is allowed against this damage. Negative energy attacks that inflict
hit point damage affect the bearer of the mark normally, and receive a damage bonus (see below).
- If targeted by an evil cleric's rebuke ability (negative energy), Jalarzi loses hit points equal to the turning
damage rolled (2d6 + cleric level + the cleric's charisma modifier). A good cleric's turning ability (positive
energy) can heal Jalarzi, but is less efficient (half the turning damage rolled is used to determine the hit points
healed).
- Other uses of positive or negative energy can also affect Jalarzi. Any cure or similar spell heals an
additional hit point per die rolled, and any inflict or similar spell causes an additional hit point per
die rolled. Spells that cure or inflict a set amount of damage get a bonus of 1 hit point per 5 total hit points
of effect. Similar effects that do not cure or inflict damage will heal or inflict a minimum of one hit point,
and a maximum amount equal to the hit dice of the creature causing the effect.
Notes:
Jump Distances (without rolling/taking 10) - Running Jump (50 feet/59 feet), Standing Jump (25 feet/29
feet), Running High Jump (12 feet/14 feet), Standing High Jump (6 feet/7 feet).
Character Background:
You grew up in the town of Loudwater, in a small, riverside house. The land was beautiful, and you had a very sheltered
childhood. Your fondest childhood memories are running along the riverbank with bare feet, feeling sunlight on
your face and the breeze through your hair. Your parents were kind, though you sensed there was something missing...something
beyond your experience to express in words.
Since birth, your main distinguishing feature was a pair of silvery tattoos, one on each forearm. Your parents
would not comment on them, other than to say they should remain hidden from your childhood friends. Amazingly,
all the hazards of youth never let your long sleeves slip down far enough to reveal these unusual marks.
Your grandfather, Kivan, visited you every winter, and even at that young age you began to learn the precepts of
being a monk. Kivan would talk about the endless pursuit of perfection in oneself, and how training and discipline
could bring one closer to the gods in mind and body. He recognized that someone as young as yourself was not ready
for such serious matters, though, and tried to make his lessons interesting ("snatch the pebble from my hand").
Despite his spiritual nature, Kivan seemed to be unsettled when around your parents, and avoided them as much as
possible during his visits.
When you were 11, your parents left your grandfather to care for you while they went downstream to visit the town
of Daggerford. They said they were going to sell merchandise in the town, and would be back in a month. To your
dismay, they never returned. Your grandfather was saddened by their disappearance, but did not seem surprised.
Six months after they left, in the dead of winter, your grandfather took you with him when he returned to the monastery.
It was an arduous journey, and you narrowly avoided an ambush by goblins as you neared your destination. Kivan
singlehandedly subdued half a dozen members of their warband, looking no worse for wear at the end of the battle.
You eagerly joined the Order of the Quiet Storm, a group of monks dedicated to peace and enlightenment. While your
grandfather still helped with your training, he felt you would learn better from someone else. He arranged for
a new teacher, then spent much of his time training the more advanced students.
Your new teacher, Dawnstar, had a different style of teaching from your grandfather. She felt that while you should
always strive for perfection, you must experience as much as possible of the world around you in order to achieve
true understanding. Her lessons were always mixed with stories of her travels, and you had no problems with paying
attention to her.
Other students asked about the silver markings on your arms, which could no longer be hidden by longsleeved shirts.
You came up with the explaination that they were a birthmark. In truth, though, you realized that you didn't know
either. You asked your grandfather if he knew. Kivan said, "Yes". You then asked what they were, and
he said he would tell you once your training was complete.
For the past few years, your grandfather had a feud with the Grandmaster of the order regarding the direction they
were taking. Kivan wanted to see the order become more active against the Zhentarim and other forces of evil, while
the Grandmaster preferred a philosophy of nonintervention. They exchanged heated words over this issue on more
than one occasion. The last time they argued was roughly a year ago, two days after the visit of an emissary from
Llorkh. You don't know what was discussed, but your grandfather started packing immediately. He looked very angry,
and left that night after a quick goodbye. He told you he would contact you in a few months, but had some things
to take care of, first.
The next morning, your grandfather was gone...and the Grandmaster was found dead, apparently killed by the fabled
quivering palm attack. Only an extremely accomplished monk could kill in that fashion, and only the Grandmaster
and Kivan had displayed that level of skill. The new Grandmaster immediately called for Kivan to be found and brought
back - dead or alive.
You were shocked even more than the other initiates at this news. Almost overnight, you became an outcast, shunned
by the others. Only Dawnstar continued to associate with you...and even she had her doubts about Kivan's innocence.
You even came to blows with Tavi, one of your closest friends, after she repeatedly referred to your grandfather
as a murderer. There was an investigation into the death, and a cleric was brought in to question the corpse. Whatever
answers were uncovered, they only served to further implicate Kivan.
Your grandfather contacted you in secret a few months later, and met you a few miles away from the monastery. He
told you that he did not kill the Grandmaster, and that his argument that fateful day was because the Llorkh representative
asked for aid from the monks, and the Grandmaster refused. He doesn't know who committed the murder, but suspects
it was done to frame him for the crime. Furthermore, with the Grandmaster dead, the monks are now even more likely
to avoid involvement in the outside world.
Your grandfather has met with you a few more times, each a few months apart, but neither of you have been able
to find more information about who may have murdered the Grandmaster. Your next meeting with Kivan is in about
a week, and your training is nearly complete.
All that is left is the final test, but the Order has been in no hurry to administer that test. Dawnstar has said
you should be patient, and suggested spending a few days in the nearby town of Woodhill. You agreed, thinking that
this may be a good chance to ask the townfolk what they know about the murder, and find out about any suspicious
characters that were in the area at the time. To avoid attention, you've wrapped your forearms in a traditional
fashion for a monk. Detemined, you gathered your equipment and set off for town.
Recent History:
Jalarzi's grandfather was eventually cleared of any wrongdoing, and has ascended to the title of Grandmaster.
Jalarzi discovered the deal her grandfather made with Torm, allowing her birth even though her parents had died
before she was born. The spirits of her dead parents raised her in the House of the Triad (the outer plane where
Torm resides), in a place made to look like Loudwater. Torm wanted to have someone on Faerun who could counter
the many children created by the god Bhaal, for he feared disaster when those children came of age. After striking
down the evil tiefling Sorvir, she confronted her grandfather and discovered the truth. Jalarzi now trains intensively
with her grandfather, preparing herself in case any Bhaalspawn survived the recent purge that occurred in the city
of Saradush.
© 2003 Casey McGirt

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